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  • That's correct I had the same issue. I had to resort to use a 3rd party software for the right click to work correctly. The software is called Radial Menu.

    http://radialmenu.weebly.com/

    You can set the pen button to right click on hover, and it should work. I have to use this one when working with C2, but it's wonderful to lie down in the sofa or in bed and make games.

    Ashley I think you specifically have to add support for the different input methods, I think I posted a link to a MSDN page that explained it.

    I don't know if this links help. https://msdn.microsoft.com/en-us/library/windows/desktop/dd371581(v=vs.85).aspx

    Here's a link to the Bug report.. viewtopic.php?f=151&t=169057&p=1049523&hilit=touch#p1049523

  • The duo reminds me of Vincent Vega & Jules Winnfield from Pulp Fiction!

    I think more like Miami Vice ...

    Looks cool!

  • I don't see degree mentioned anywhere in this Job ad from King, as a C++ developer, for example.

    https://www.linkedin.com/jobs/view/1863 ... ev2_jymbii

    For some countries/companies maybe degree is required, but skill/talent/experience usually weighs more than any degree. If you can show what you're capable of.

  • I used to work at DICE (EA), and other gaming companies with no degree. I never heard anyone required a degree. Some of our best coders were self taught and so were many of the artists.

    Artist = Portfolio is king. If you make awesome art, no degree is required.

    Level Designer = Portfolio is king or a pupular game mod, or maybe your own game (Maybe a C2 made one) to show your skill.

    Developer/coder = No degree is required if you know what you're doing and are a complete nerd.

    Even if a company doesn't use C2, completing a full good game with it, will show you have the knowhow about the fundamentals of the game design process, so it's always good.

    It all depends on what position you're aiming to get. You wanna make game engines? Then u better learn some proper coding language. Games industry has tons and tons of positions, some doesn't even require any particular skill at all. My team leader at EA used to be a carpenter before he decided to work in gaming. But as a team manager, just project managing the development. Many companies also use their own in-house tools and editors, so you have to learn new anyway.

    So all in all, depends what you wanna do, or rather how hard you are willing to work to get there.

    A degree can help in the more technical positions but besides from that, not really required.

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  • Nice to see things are moving along niceley. I like the achievments part, gives the game a bit more replayability, and something to hunt for. In terms of achievements it's always good to have a description on the one's you didn't earn yet, so you know what you have accomplish do to get them.

    I had an idea in my last playthrough, about the judges. Maybe they could be different tiers. Where they get gradually more picky. Tier 1, (Family and friends, that are not that picky) Tier 2, Local cooking competition, Tier 3, Michelin judges. etc etc where end goal could be to earn a Michelin star, or something. At least it gives you something more to aim for. Just an idea i had.

    Doesn't really cost a lot to get some decent hosting, although a bit tedious having to use FTP to upload all the time, but it's ok, if you don't constantly upload new versions.

    There are some other alternatives though, but not sure if they support it. Maybe worth to check out.

    OneDrive, Box.com, Copy, CloudMe, Sugar Sync, Amazon Cloud Drive, Team Drive, Wuala, Spider Oak

  • Sorry for the lack of updates. Me and wife lost our kid at birth, so I havn't really been in the right mindset for working on games lately, but feeling i'm gonna get back on to it in the coming days. Continuing on the stuff from my previous post.

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  • Pathfinding I'm not exactly sure what you could do with. I havn't looked in to that. But you should be able to just sync the start and end positions. But only have 1 actor trigger. You can check the lowest actorNr to be sort of the Host, that handles all the pathfinding, the rest of the users, don't calculate paths, otherwize there will be conflicts probably.

    If you want to create 100 objects. Send with the event the ammount to be spawned as well. For example 100, then. Then when the actors recieve the event.

    Repeat (Photon.PhotonData) times. - > Create objectSprite

    The best is to send the content of an array through photon as JSON. Then you can send a lot of stuff in 1 event. Check the Photon examples, (I think it's the fish tank) there's example of how they do that.

    Using this way you can send X, Y Rotation, Speed, whatever you want in one single event, just populate the array with everything you need to send at 1 time.

    If you're spawning something randomly, make sure only one of the actors triggers the event, then send all the random positions through photon to the other actors. If all actors calculate random positions they will all have different random positions. (Not synced)

  • I can't even get any further than the title screen, and move the arrows. I've tried every single button to start a new game, but nothing happens.

  • I doubt there will be any performance difference, but If you want to bundle graphics you can add more to the same sprite in different animations/frames. But can be harder to work with that way. I use this method for most of my UI elements and level sprites.

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tunepunk

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