Anonnymitet's Recent Forum Activity

  • Thank you, didn't expect to win at all. So that was some fantastic news to wake up to

  • Nice art and animations. I like environment effects on your death, the blood splatter and taking away obstacles (your death makes it easier for your opponents, and you when you respawn to complete the mission.)

    Will the players be able to interact directly in future builds or levels (I can see how the can interact indirectly through the plates activating the lightning traps.) Since this is a bit of race game, it lends itself to race powerups like there are available in Mario Kart (banana peels, player seeking rockets, speed-ups, etc.)

    Thank you, glad you like it. Yes I'm experimenting with weapons and powerups atm. This is one of many different mini games you compete in so it is important that the games aren't too long. But some kind of powerups will be added. This is a sequel to my game 8Bit Fiesta with the same concept but a lot more polished and better graphics

    Thank you. Consoles was the target platform when I started working on 8Bit Fiesta but C2 games were not allowed to be published on the stores. However this seems to be changing now so I hope to be able to publish on consoles as well soon. They are both approved by Microsoft so hopefully it will work when UWP is up and running.

  • [quote:3mu97p9z]Xbox Live will soon be open to all developers via the Xbox Live Creators Program – no concept approval required!

    Please don't tell me that consoles are dropping their quality control as well...

  • Thank you. Yes I decided to test out spriter for this project and I really like the workflow

  • ishmaelmoreno Thank you, I'll try

    Added a new playable character.

    Play test level: http://www.frozendev.com/testing8/index.html

  • Fantastic, and cloud save can be very useful Thank you

  • Almost done with the game mechanics for the new improved Trap Run mini game. It can get a bit bloody if you don't time your jump right

    Simple test level: http://www.frozendev.com/testing7/index.html

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  • A simple way to make customizable smooth scrolling is to have an invisible sprite with the scroll to behaviour and rex move to behaviour. And then you set that object to follow your character and set the speed to whatever you want and you'll then have perfect smooth scrolling with almost no extra work

  • StillSarah I tried and it seems to work. The screen feels more centered now so I think adding that to the code is a good thing to do Thank you for the info

  • >

    > Some people are focusing on money some others on success some others on the fun of making games some others on giving fun to other people etc... , each one has his own point of view and your point of view makes me think you are looking for money

    >

    My goal is to build a career doing something I love. And generating income is a obviously part of that. Im not all about money, I also enjoy making games that try to be original, aesthetically pleasing with nice artwork, and the kinds of games I like to play myself.

    Your statement was that iOS wasnt worth focusing on and that Apple is a 'dying product'. I was just pointing out that IMO you're wrong.

    I agree with you 100%. Even though I gave up on mobile developement a long time ago one thing is for sure. If you want to make money from your hard work on mobile then target iOS. I can confirm that 95% of the revenue comes from iOS if you have the same app on both stores.

    And many people have said to me "If you're in it for the money then you do it for the wrong reason". But what if I LOVE making games so much that I want to do it for a living? To make it possible I just make the games I want and enjoy and simply just target the platforms that can generate enough revenue for me to live on.

    I don't do it for the money, I do it because it is my passion and I have promised myself that I will never go to a job I hate again. So here I am with my own company and each day I wake up and feel excited to get back to making my games and the only thing I change to make it possible is to target the right platforms...

  • Just fixed my scaling issue by adding back in the first part of the CSS code:

    * {

    padding: 0;

    margin: 0;

    }

    Seems to be working perfectly now.

    Nice, did you add it in before the updated code X3M posted? Like this?

    <meta name="viewport" content="user-scalable=no, width=device-width, initial-scale=1.0, maximum-scale=1.0"/>
      <style type="text/css">
        * {
    			padding: 0;
    			margin: 0;
    		}
        html, body {
          height: 100%;
          overflow: hidden;
        }
        body {
          background-color: #222;
        }
        button {
          margin-bottom: 1px;
          width: 100%;
          height: 48%;
          border: 0;
          box-sizing: border-box;
          font-size: 40px;
          color: #FFFFFF;
          background-color: #333333;
          outline: none;
        }
      </style>[/code:2e6itrnx]
  • It should scale correctly on on iphone as it is? I tried on iphone now and it covers the whole screen?

    Thank you but I did this for free. And it is just a prototype to get you going. You can change it to look better

Anonnymitet's avatar

Anonnymitet

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Member since 11 Feb, 2014

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