Reflextions's Forum Posts

  • Before I go ahead and crack down and make the purchase I threw together an objective app to test C2 performance on IOS. I got an average of 4 FPS, with 13 objects. And that's simply a background, no input, audio, physics, player objects. Furthermore the scale to fullscreen isn't working (I built it for iphone 5 resolution and it should scale down to the other iphones/ipods). With results like these I don't see how I can use this awesome software to accomplish my results. I'd put up the source and ask someone to export it to phonegap or appmobi or cocoonJS but I feel like that will violate some term or something (Can I do that?)

    So here's the test: Test

    What are your mean average frames?

    Can my concerns be addresses and (hopefully) put to rest?

  • Good luck with those percentages ;)

    Honestly I'm not quite sure where they shoul be. What would you recommend?

  • I am looking for skilled artists able to contribute to a mobile game with high potential. The game is a free 2D endless platform game with in-app purchases and plans to implement social features. I am aiming for a publisher, and am confident we will be able to obtain one, while they will take a portion of the profits, they will push the game to place it needs to excel in the app-store. We will be working with a 1136x640 window size (Iphone 5 resolution).

    What I am looking for:

    Character Artist

    -Fluidly animate and design player character. Eg; Running, Jumping, Falling

    -Create various costumes for said player

    -Create in game objects such as arrows, planes, and clouds

    Background Artist

    -Design multi-layered, tiling, themed, backgrounds such as jungles, castles, or a city.

    -Create tiled platforms

    Graphic Designer

    -Build appealing buttons, and interface objects

    -Design app Logo, textual logo for game and studio.

    Compensation:

    I know both of our time is valuable, and this is a commercial game, so what's your cut? 7.5% of all profits will go to the art. This is a rough approximation but 1.5% toward graphic designer, and 3% to the other departments. Note that is not an an exact number yet, if you would like to be the character artist and design the app icon as well. I would actually prefer to have on person do all the above and if you do I will offer you a minimum bonus of the first 100$ of profit (I will raise the bonus in the likely chance of a publisher).

    Why work for this project:

    -This app is oriented toward the Apple Appstore, a very opportunistic platform. I'm very familiar with the kind of apps that dominate here.

    -I aim to work with publishers of some very successful games.

    -You get your name and experience in a published iphone app.

    -We get to make a game! :)

    If you are even slightly interested or have any questions please contact me! Here you can PM or you may email me at ReflextionsDevsce@gmail.com

    If you are applying please include some of your work. Thanks!

    Also if you are interested, the music will be supplied by Kubbi

  • Could I have this moved to How do I?

  • This has always been something that has stumped me for some reason. Now that I want to do this myself, I really need to get it sorted. How do people possibly make clothing options on 2D characters?? For example some games let you choose a different head, body, pants, hat, etc. No way could if a player chooses this combination, use this character, some games have literally hundreds of thousands of combinations. Maybe use image points? But the character has various different animations, or craft each character set of clothes then somehow merge them?? More importantly, how could it be done in C2?

    I'm really very confused here, there has to be a somewhat simple way right?

  • So, before I rework my game, I want to get a better grasp on the visual side of things. Now look, I'm one of those "game-play over graphics" people for certain, but sadly, that is not always true with today's market. Browse the appstore for a little and I think it is pretty clearly aesthetically driven. So, what should we aim for when we develop for those platforms? More specifically, how should we do it with construct 2?

    Some things to consider are that safari (iphone's browser) does not support point-sampling, I'm not sure if this applies with other exporters but it is crucial to the design.

    The window size; I have my game scale to full with a window size of 480,320 the ipod/iphone screen size. But it is displaying a bit more to the right than it should, and we have to consider the larger iphone, and how to scale/ adjust gameplay. Should we have double window size so that it scale's down to the screen in hopes of it looking better? With point-sampling unavailable every sprite must be the exact size you need, and we would be unable to expand it without it becoming blurry.

    Style; I think the neat clean format are the most popular, usually with a bright and appealing style. Very casual.

    I'm not sure exactly where I was going with this, just looking for experiences and some feedback, and general discussion on the matter.

  • I think the only right answer is seek the advice of a local accountant for the tax concerns and a lawyer dealing with business law to guide you in setting up the right corporate entity if applicable. With that being said the following link does offer some good tips/advice. Just remember laws are always changing so the information there if accurate may be outdated(So seek out an accountant and business lawyer)

    Some answers here

    Interesting link, honestly quite jealous of the OP. But what about before you make anything, when registering with stores and getting your first bits, do you need anything special then?

  • I'd think you need some official type stuff as you would be making transactions with the store as they take their cut. I too would like to know though. I wouldn't consider this a newbie question, we are creative content developers not businessmen <img src="smileys/smiley2.gif" border="0" align="middle" />

    PS: Up is a good movie

    Edit: I think this should be moved to general game design.

  • Don't know how it plays but it looks great, wish I had that talent.

  • capx is always helpfull

  • -Snip-

    Good info, thanks!

  • Or if we want to push a lawsuit; Scirrational Games

    Brillant.

  • You may check this

    of my game exported on an android device with cocoonjs.

    It's still in development and there's room for more optimization but even without it I'm really satisfied with the performance results.

    The device is a samsung galaxy S advance, a middle range phone not even close to performance monsters like galaxy II, galaxy III, the nexus series and, talking about iOS, iPhone4s, iPhone5 and the new iPad.

    Seem's to run fairly well, and my game which isn't close to completion is running 20fps on any ios device that wasn't mentioned above yet getting 60fps on an iphone5. So I don't think I will have issues with users of newer devices, but I don't want to just exclude older devices, which really aren't that old. Did your game utilize sound effects or music? I feel those are necesserary to a complete game, but from what I've learned so far you are unable to use more than one, yes one, audio clip unless you are on the newer ios devices. Is there a workaround or something to this?

    I'm aiming for release on both PC and Android for my current project (with iOS shortly behind), so I've been keeping an eye on mobile performance as I go along. Not religiously optimising yet, but just making sure that performance stays good. At the moment my game is visually quite simple but is already over 100 events, and I've got a pretty steady frame-rate of 62 on my GS3. I'll obviously test on a wide range of devices when I get into alpha and beta.

    I've built about 42 events and I've only accomplished about a quarter of the controls. I could probably cut it down by 15 once I remove the mouse/keyboard controls but still... I feel it would only be related to the constant events or ones in action than all of them...

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  • Put the control objects on the UI layer, then instead of mouse.x and mouse.y, use mouse.x("UI") and mouse.y("UI").

    Wow, such a simple solution thanks! I tend to over-analyse these things.

  • So, I'm in a bit of a pickle here. My project well best explain but basically I need a moving control component and it relies on the mouse. Problem is, I'm using parallax to make it move and that has coordinates than the other project. I can't modify the mouse to be a part of that layer (AFAIK). So what can I do?

    Here's the project, note the function works.

    dl.dropbox.com/u/44188718/Help/1hr.capx

    Here's my attempt at making the stick move along with the player, notice it doesn't interpret the mouse correctly.

    dl.dropbox.com/u/44188718/Help/2.capx

    Thanks.