Sumyjkl's Forum Posts

  • A way to make it analogue easily is to set a center imagepoint and when touching the sprite, use X Y coords relative to the sprite's center to determine control power.

    Example:

    if touch touching analogue

    xAxis = touch.X - analogue.X / (analogue.Height / 2)

    yAxis = ..........

    You can get more complex with deadzones and such as well.

    touch.X - analogue.X gives the relative position of touch to analogue. Dividing by 2 gives half the height of the analogue sprite (which you would change to a more reliable value)

  • The Taker

  • Keep in mind that overlapping at offset doesn't take into account over-shooting (i.e. if your player object has a collision poly less than 100 pixels wide, it's possible that it will think it's not overlapping when you're really close.

    You may be better off testing for x coordinates if that is the case ( player.x > object.x - 100 OR player.x < object.x + 100 ).

    Otherwise, you would have to use an OR block (which means you might need to nest it if there are other conditions in the block)

    If overlap is what you're looking for, this is what you would use:

    if overlapping at offset x - 100 OR overlapping at offset x + 100

  • All I can think of is a rather terrible workaround.

    Limitations include really fast balls not registering properly (because they've bounced off and are not overlapping anymore) and slightly inaccurate detection.

    Here's the capx.

    In short, I moved a set of 8 hit detection sprites to stay on the tiles surrounding the ball. When the ball hits the tilemap, it erases the tiles the hit detectors were on at that point.

  • I know APKs are sometimes taken off Google Play etc. and hosted on other sites, is that what you are referring to? If so I can't imagine any way of guarding against that, apart from (maybe) testing for Google Play services (which would make the game online-only).

    I think I know what you mean there in your second paragraph; when you play a game online you download the HTML5/Java/Flash etc. code needed to run it. Usually it's not hard to just find the files you have downloaded in this process (unless they're sneaky and only load into RAM somehow).

    The reason it's not advisable is that people can download your game and reupload it somewhere else, earning ad revenue from your game and possibly hurting your reputation. However, there's not much you can do to stop this apart from testing whether the game is being hosted on the right server.

    The site the game is hosted on has no power to force it to be deleted after it's played. Besides, someone wanting to get your game would just make a copy of it while the game was running.

    As for what sites... There aren't any really. Google Play is good for a platform as people won't be likely to download it elsewhere, and apart from that your HTML5 can be downloaded and reuploaded easily regardless of what you do (unless you try to test for the right host).

    I once made a DRM system which locked out all but certain host domains by checking against the obfuscated list of allowed domains. There are ways to do this, they just take some tinkering.

  • Unfortunately anyone who can load the game can access the files. One thing you can do to minimize piracy (you can't stop it, and in trying to you will only make things worse for everyone) is test for whether it is being played on the right server. You can use the Browser.Domain or Browser.URL to do this. However, what you test it to is going to be plaintext in the files, so someone can crack it if they try. You could however, store it encrypted or in a way that C2's export will obfuscate it.

  • On start of layout

    Set enemyMaxCount = int(random(x, y)) //sets random round number between x and y

    Set enemyCount = 0 //this will increment

    Every 1 seconds AND if enemyCount < enemyMaxCount

    spawn enemy

    At the start of the layout, it sets a maximum number of enemies to spawn. Then it increments another number starting at 0 until it reaches the max, but only once every 1 second. This should work.

    Edit:

    mrtumbles has the right idea though. If you're not worried about conditions (the wait function cannot be canceled, so once you call something which is delayed, it will happen whether you like it or not, but it's simple) then that's the best way I think.

  • You could have the peer, who had the host disconnect, create a new game in the same room and instance though. Then the first host could join back and continue as cb130felix has explained.

    Otherwise you would have to have the peer leave the room and wait for a game of the same type to show up, join it and then have that host reset everything back to how it was.

  • You can also use modulus to test for this, without having to set your deathcount back to 0.

    on player death ≫ add 1 to player.deathCount

        if player.deathCount % 7 = 0

            [show ad]

    Edit: Modulus gets the remainder after a division;

    5 % 3 = 2

    9 % 6 = 3

  • Hi there! Currently closed to all projects until the end of July. I have a project underway.

    If you want to work with me, here are my skills:

    • Static art - beginner intermediate (can learn/practice anything I can't already do easily)
    • Animation - beginner
    • Event logic - advanced
    • Project planning and management - intermediate

    Don't not post just because you think your project idea might be dumb. I'm open to having a chat with anyone about projects, programming, art and stuff, so send me a PM.

    Current project: Tili

    Old post:

    I'm looking for people to make a small game with! I am experienced in event logic and am learning to create game art assets.

    You can see my 'portfolio' here.

    Update

    We are now a team of three, building a small game with a premise of stealing wealth, surviving and evading the efforts of the authorities to capture you. It is based on a story, linear levels, and fairly simple mechanics. It is due to be released in April, with possible feature updates / expansions thereafter. I am not available, but please do contact me about any questions about event logic or game art. After April I will be open to other projects.

    ______

    Sumyjkl

  • I also have the same problem. I start game prototypes, often with only the art ideas in my head, and then try to figure out how to put it in a gameplay environment. It hasn't worked yet. mercuryus has the right idea. I have found that remaking other games in a simpler way is far easier than trying to make them yourself.

    In regard to game ideas, all you need to remember is that the player must experience progress and challenge throughout the game. For example, progress expressed by having multiple levels or a score, and challenge expressed by platforming. That is the premise of the gameplay, which then needs to be backed up with gameplay objects; coins you pick up for score gives a sense of progress, spikes and enemies present challenge.

    The trouble is thinking of those gameplay objects, especially without either referring to idealism like I do, or copying another game's entire gameplay structure.

    Here are a few ideas.

    Platformer based on randomly shifting level objects

    The player has to get from point A to point B, and the level changes around them constantly (a seed based RNG could make this interesting!). Parts of the level would glow or fade as a warning, and then change randomly. Most of the time you would be unable to progress until this happens, meaning you would need to use strategy and reflexes to succeed. I was thinking about doing this myself, but it's a bit of work to make everything happen seamlessly. Anyone interested in doing it with me to make it more worth the while?

    Three boxes

    This one is hard. It involves only the elements of three different boxes. One is the player, one is the goal, and one is the enemy. The player can move a set number of spaces in any one direction, and the enemy can move any number of spaces in any one direction. It also teleports occasionally just to make it interesting. The idea is to get to the goal without being caught by the enemy, and since the enemy can only move in one direction at a time, it should be possible to do so, but require at least some strategy. The AI would be really hard if you wanted to make it super difficult.

    Simple arena

    The player is a gladiator in an arena and must fight waves of enemies to survive. They have RPG elements like inventory, skills, etc. or just score and a good weapon.

    Raider game

    You are basically Liam Neeson. You go to places, people die. Progress is expressed by levels and score based on how quickly you complete levels, how many hits you take etc. and challenge is in level design and enemy placement. Basically you rush in, shoot people, and call it mission accomplished. Basic shooter.

    I was considering making a topic for gameplay ideas and their gameplay objects, which people can attempt to create (and add to the OP) for practice/fun/etc. Would anyone be interested in doing this?

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  • Thanks so much Nice to know an alternative exists

  • I made some tests for assets I am creating for a project I'm working on. I quite like these

    Can't wait until I can put shading on it

  • You can simply use the in-built random range;

    on event
        create [object] at (player.X+random(100,1000)[/code:24ihvrve]
    
    This will create an object at least 100 to the right of the player, and at most 1000.
    
    Alternatively, for both directions (of course, it's the same for the Y coordinate):
    [code:24ihvrve]on event
        create [object] at (player.X+choose(random(100,1000), random(-1000,-100)[/code:24ihvrve]
    The choose() function has no bias, so the two other random functions will have the same chance of happening.
    
    Edit: details on choose() and random() here: [url=https://www.scirra.com/manual/126/system-expressions]https://www.scirra.com/manual/126/system-expressions[/url]
  • I am speaking purely on opinion and supposition, so take this with a grain- no a sea of salt.

    How much revenue share you should be looking at depends upon a few things:

    • How much work you do compared to others (how important your work is to the project) and the quality of your work
    • How much others are getting
    • Costs involved; legal and development costs - if the designer needs to do PR, pay for legal, pay for distribution and everything else, they're going to need a lot more revenue share for that (or whatever other system you choose, like everyone pays equally and so on)
    • How many people there are in the team

    If the game concept is someone's IP, it is expected that they would receive higher revenue share.

    If I were setting up a team, the two main components - coder and artist - would get the highest share. In a two-person team, I would expect 30-30 for share, 20% for costs and PR, 20% for future development (after costs). If you're the main or only artist, you should be looking at at least 20% from profits. Again, only my opinion, but you have ownership of your art, and if the lead artist leaves with all their work, development is screwed, at least until they find a new artist and completely reinvent the game. Less so if the designer can also create art, but still something they should consider.

    If they are talking about revenue, it really depends on how much of that is going to be costs.

    If you have any doubts, or even if you don't, I would suggest you see a solicitor.

    I would ask for a full list of where each percent of revenue share goes, and then see a solicitor.

    Edit: Reading over your post again, I think you should find out a date for when it will ship, and how high that percentage will go. Also, why would they be offering revenue share which increases when the game isn't even shipped? Is it early access/beta?