digitalsoapbox's Forum Posts

  • Reminder for you NYC-area folks: the class is tomorrow!

    Link:

    http://www.eventbrite.com/e/class-intro ... 1871304391

  • sqiddster: Thanks! It's coming along swimmingly.

    Beaverlicious: It never hurts to teach people about tools that will allow them to make (hopefully) fun games .

  • Hey all!

    I'm going to be teaching a class on Construct 2 at Microsoft's fancy NYC digs on June 17th. If you're in the area and interested to learn more about Construct 2, c'mon out! I'll be discussing my experience w/ C2 in the development of Sombrero, as well as how to create your own game using C2.

    Details here:

    http://www.eventbrite.com/e/class-intro ... 1871304391

    More about Sombrero:

    http://pixelmetal.com/sombrero1

    If you're in the area, it'd be great to meet more of the C2 community in real life!

    Thanks!

  • I'll second that Manga Studio recommendation. It's not really super-useful for game stuff in terms of exporting to a usable format directly, but it's inking tools are the best I've used. And while it calls the layers "vector" internally, you can't export to any vector formats, so that's something else to keep in mind - it's not really like Illustrator/Inkscape in the way it handles vector drawing.

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  • There's no reason you couldn't do something like The Iconoclasts in C2. Platfomer stuff is pretty straight-forward, but C2 isn't going to generate art of that quality for you.

    Getting it on consoles is still an issue at this time, outside of Wii U.

  • R0J0hound

    Here's a screenshot of the code that pastes the sprites into the Paster object. What it does is pick a canvas with the same ID as that assigned to the sprite's layer (defined in varibles in both the Paster object & sprite), pastes the sprite into that Paster object, then deletes itself.

    It works fine w/ 0.4, and also works if I'm using Canvas objects instead of Paster objects (it's just a LOT slower). It just doesn't paste the sprites using 0.5. I've also tried it on multiple machines, Windows 7 x64 on three of them (nVidia GTX 750i, nVidia GTX 770 Superclocked, nVidia Quadro K5000M) & Windows 8.1 x32 on another (Tablet PC, not sure on GPU).

  • R0J0hound

    I've been getting an issue w/ the plugin not working since it hit 0.5. 0.4 works fine, even in more recent versions of C2 (like the recent beta with shadows), but 0.5, when pasting into a canvas, ends up not pasting anything at all.

    Has something changed that may be causing this? It's happening on every computer I've tried it on, with nVidia/AMD/Intel chipsets, so I don't think it's related to my video card.

  • I'm having the exact same issue w/ a new machine I've put together specifically to demo my C2 game. WebGL works fine everywhere outside of node-webkit. The card is an EVGA-branded nVidia GTX 750 Ti, and performs quite well outside of nw preview/export.

    I'm sure it's not really a bug with C2, but some kind of workaround would be great.

    *EDIT: Dropping d3dcompiler_43.dll into the same directory as nw.exe in the /exports folder seems to solve the issue during preview, at least temporarily.

    Relevant GitHub post: http://github.com/rogerwang/node-webkit/issues/185

  • juanramirez

    It's off-topic, but I had a similar problem when re-importing Spriter stuff. First, close all of your events sheets. Second, import the scml, NOT scon file. This should solve your crash, even if it doesn't fix the bug.

  • FGLmatt Thanks for all of the info. Your responsiveness and openness are both appreciated.

  • Try adding a variable to the Spriter object that uses 0 for no collision and 1 for collision. Then have the child objects of the Sprite object check that variable. This should solve your problem, though I think you're doing something else wrong, otherwise you wouldn't have to do that (I don't in a similar situation). It's hard to be sure without seeing the code, though.

  • FGLmatt, thanks for the additional information.

    Other than the $200 to integrate the API, what benefits do you see with your platform, as opposed to competing platforms? Buongiorno, TreSensa, etc.

  • There's a few.

    • We actively manage the ads to provide the best eCPM as possible (currently around $9).
    • Your game will be cross-promoted with other games on our platform (hundreds of games across a growing number of distribution channels).
    • We have relationships with the companies we distribute to - for instance, we work closely with Amazon to get featured indie sections on the front page of the Amazon app store. Even if your game doesn't get featured, it will be cross-promoted with games that are.
    • Your game will be easily licensable from our GameShop because a buyer will be able to simply upload their branding, choose which features of the API they want active, buy, and download the game to their specs. You don't have to do anything. And we just send you the money.
    • We're paying you in advance (up to $200) to implement our API.

    FGL takes 30% off the net revenue of your game in our platform.

    • Can you go into a bit more detail on how the licensing/branding works with TGL's partners? Examples of who they are, and what, if any, part of the licensing progress the developer is part of: eg if we don't want our games licensed, or licensed by specific types of companies.
    • When you say download, are you referring to source or just a version of the game that can be served on X platform?
    • What are common licensing terms/payouts for such an arrangement?
  • Unfortunately you can't use the features of our SDK without submitting the integrated game through us. If you tried to publish your game with our SDK in it, all the placeholder stuff would remain placeholders. We have to process each game on our end.

    What benefit is there to submitting through FGL, as opposed to directly to portals? When submitting through FGL, what is the potential revenue split on advertising and other purchases related to FGL SDK integration?

  • Look into Blend Modes: https://www.scirra.com/manual/146/effects