mammoth's Forum Posts

  • I singed up. I can't wait!

  • I know how important lighting is to an artist. But the isometric game would be better built within a 3D game engine. It would be hard to make that kind of game within a 2D game.

    As for the other example yeah it's a cool feature you can actually fake it quite easily. Just go into photoshop and make the screen you want and when you are in C2 just attach it to the player. It isn't perfect but I have seen some games that do this.

  • For free to play online games you want something ideally less than 5 mb 10 at the most. The reason is that people want to play the game now and load times will make your game less attractive.

    For mobile you get 20 mb. The reason is that most carriers won't let you download games over 20mb.

    Generally, it is good to have games less than 20mb.

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  • Again I will say that if you want to publish apps to the app store it is best you get a mac. Signing your app is actually a fairly in depth process, you don't just simply upload you app to apple. You have to download certificates, developer profiles and more.

    For me I just bought the mac. There might be a way to partition your hard drive and run OSX on it. But at the end of the day you will be spending a lot of time on it and it might be more worth while to get a mac.

  • I think you can do it with phone gap. Although, I generally find that working with apple means you have to have an apple to make it work. I bought a mac mini last year and I haven't looked back.

  • KBD Just download inkscape and learn how to draw yourself.

    2dgameartforprogrammers.blogspot.com

    Art isn't as hard as it looks.

  • 79 Dollars is a deal for what you get. If you don't like it you can go pay 500 dollars a year for a game salad membership or 200 dollars a year for a corona membership.

  • ^^ Again, I think HTML 5 is going to be the clear winner. Its just that the infrastructure at least for games is heavily focused around flash. A very easy fix to this would be to have a 1 file export of some kind. Again this is the way flash is done and it would make the transition easier.

  • I would probably say 2 years at the most and it will be more adopted. In 5 years people will say "WTF is flash"

  • Thanks Ashley. No rush as usual, but a small "method" functionality will help tidy things up.

  • Im talking about in the visual programming area.

  • I give HTML 5 2 years at the most before it's more accepted than flash.

  • So when I used to code in XNA I really enjoyed the format of calling methods. It was something like this

    public static enemyKill()

    {

        doSomething()

    }

    public static doSomething()

    {

       Space.Time.Bend()

    }

    I think this would be a really powerful feature in C2 especially for bigger games. Right now C2 is amazing for small to mid size games but I feel that if you wanted to make a bigger game you might have to add this.

    Another possible use for this would be to constantly call up some "code" ex.

    Projectile overlap with enemies

    -> Add action

    -> Call Method Destroy enemies

    In destroy enemies there would be some code. I feel that this would also tidy up the event list.

    Im not sure if you guys have thought of this. But I know for some of the games I would like to make I would really enjoy this feature.

    Thanks for being awesome Scirra!

  • http://www.businessinsider.com/infographic-html5-games-vs-flash-games-2012-1

    http://flowingdata.com/2011/05/10/flash-vs-html5

    http://www.eweek.com/c/a/Application-Development/HTML-5-vs-Flash-Choosing-the-Right-Tool-451764/

    Here are a few links on the subject. I am in the HTML 5 camp. The fact that you can play it on mobile devices makes HTML 5 very attractive.

    One thing one of the articles brings up is the power of one SWF file and I agree. What would be awesome is if you could render an HTML 5 file like a swf file.

  • Wow... I feel sheepish...

    You might want to put a bubble around that if I got confused other people might too.