sleepingpanda's Recent Forum Activity

  • I am facing kind of the same issue in my current game project as I really want to get exact pixel perfect assets in my game.

    As Thirstyy said, using the Letterbox integer scale can really help to do so. Because this preserves the aspect ratio of your assets by scaling to an integer scale; like 1x, 2x, 3x, etc. This can be really useful if you want your game to run on different screensizes such as targeting multiple kind of mobile devices. There is a good tutorial from Scirra here: https://www.scirra.com/tutorials/73/sup ... reen-sizes

    For example, my game is going to be played on iOS and Android. As reference resolution, I picked 1136x640 pixels, which is the standard Retina iPhone 5 landscape resolution. By designing my assets 2x higher than its original size, I realized that my assets render better when viewing at scaling sizes.

    Hope this help, and I wish you good luck in your projects. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

  • It would be more efficient to view your stars inside your level design. Your inner gradient looks perfect, but to choose which border fits the best, I would say it is depending on the context you will put it in.

    Anyway with a white background, my fav is definetly n°2. Mostly because a "dark orange" border enhance your star gradient well. Another point to notice: I would not use a complex border design - It is definetly not what our eye needs to focus on, right?

    Hope this help.

  • Very interesting thread. Worth reading! Thank you guys for your feedback.

    Well, my turn.

    Huge fan of videogames of all kind (RPG, Platform, Strategy, and Driving mostly) since I am a child, I started working on my own 2D platform game back in 2009. Afraid of gaming development, I put it aside... Thinking it was impossible.

    Anyway, 2 years ago, in January 2014 I became freelancer and came back to my idea of creating my own game. I now have almost 6 years of experience in the Web industry, and I feel more confident.

    I try to work on my video game every time I get some free time. Sometimes 1 day or 2 days per week, sometimes juste a few hours, but I try to focus step by step. Quite slowly, yes, but efficiently.

    What I found really helpful is to write or draw everything that comes in my mind. Any idea or concept, at any instant of my life, I write it down and come back to it later.

    Sometimes you desperate. This is normal, we are human. We sometimes need to get down to come back higher. When I loose motivations, I try to focus on my goals, and when I get stuck somewhere, I put it aside and get it back later.

    Being a indie dev is not that easy, but this is definetly a long but exciting journey!

    Well, I hope you will find it useful.

    This was just what's in my mind and what I wanted to say after reading all your interesting posts.

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  • Hey, there!

    I am Antoine Guédès, also known as Yoshi! in games.

    I recently followed a conference about Construct 2 organized by the BIGA (Belgian Independant Game Association), and I'm kind of seduced by its major features. Especially because I haven't strong knowledges in gaming development.

    Since 6 years, I'm a Visual Designer & Front-end Developer. I became freelance at least 2 years ago, and I am planning to give a try to game development.

    My one-person gaming company is called Unicorn Studio, and I am currently working on Nutsfantasy, a retro style 2D platform game for mobile (and maybe on other platform if it succeeds). I plan to launch it during next year, or 2017.

    Well, have a nice day!

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sleepingpanda

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