Wow, that looks amazing! What kind of game is this?
Wow, that looks amazing! What kind of game is this?
Hi there!
I know a better place might be to ask Ludei directly, but it's always good to have a 3rd party opinion.
I just read the Terms of Use for CocoonJS and stumbled upon these section:
License Grant. By uploading User Content via the Services, you expressly grant, and you represent and warrant that you have a right to grant, and do so grant, to Ludei, a royalty-free, non-exclusive, worldwide license to use, reproduce, modify, publish, list information regarding, edit, translate, and make derivative works of all such User Content and your name, voice, and/or likeness as contained in your User Content, if applicable, in whole or in part, and in any form, media or technology, whether now known or hereafter developed, solely for use in connection with the Services. The foregoing provision does not apply to any User Content you upload, or any part thereof, that constitutes Ludei Marketing Materials as defined below. Ludei owns and reserves all right, title, and interest in Ludei Marketing Materials.
By posting User Content to the Website, you expressly grant, and you represent and warrant that you have a right to grant, and do so grant, to Ludei a royalty-free, sublicensable, transferable, perpetual (for the duration of the applicable right), non-exclusive, worldwide license to use, reproduce, modify, publish, list information regarding, edit, translate, distribute, publicly perform, publicly display, and make derivative works of all such User Content and your name, voice, and/or likeness as contained in your User Content, if applicable, in whole or in part, and in any form, media or technology, whether now known or hereafter developed, solely for use in connection with the Services. The foregoing provision does not apply to any User Content you post, or any part thereof, that constitutes Ludei Marketing Materials as defined below. Ludei owns and reserves all right, title, and interest in Ludei Marketing Materials. If you delete User Content from the Website, we will use reasonable efforts to remove it from the Website, but you acknowledge that due to caching or references to the User Content, the User Content may remain available.
my scenario will be something like this:
- creating HTML5 game with Construct 2
- optimize for iOS
- upload to CocoonJS
- upload to AppStore
Since I'm not an english native speaker and kind of a beginner in terms of law and stuff I would like to ask this community here if I have to worry about my games if I upload them to CocoonJS, that they might just steal them and totally get away with it, because of these TOUs?
If I'm totally wrong, can someone please explain this part of the TOUs to me? =)
Wow. What do you use to make high framerate GIFs?
I need your help indiGAF
...
help would be much appreciated!
Now I ask myself questions, because I never done this before. Should I create an "engine" containing the basic rules for the characters, or do I handle everything inside each character, and duplicate them, tweak them after? Basically, I don't know how to organize myself, organize the game. I also don't know if Game Maker Studio is the right engine to do so. If you have a bit of documentation or advices to share, it would be super awesome.
Hey gaf creators, I have a question for you.
I am much more from the art side than coding side (made art school) but after a few years managing websites, I started getting interested in coding after I managed my own PHP/CSS properties. I know it's not the same at all for coding games, but you could say I am interested to learn code, and this is cool I suppose.
I am also a big fan of fighting games, and I would like to start understanding them better by recreating one (let's say street fighter 2). I will not create a game for selling or anything like this, I'm just curious. I started by installing Game Maker Studio, ripping some sprites, doing some tutorials. Managed to have gravity, moving right and left, jumping, a having animations for each actions. It's not incredible but meh, not bad for a start.
Now I ask myself questions, because I never done this before. Should I create an "engine" containing the basic rules for the characters, or do I handle everything inside each character, and duplicate them, tweak them after? Basically, I don't know how to organize myself, organize the game. I also don't know if Game Maker Studio is the right engine to do so. If you have a bit of documentation or advices to share, it would be super awesome.
Thanks !
Hey gaf creators, I have a question for you.
I am much more from the art side than coding side (made art school) but after a few years managing websites, I started getting interested in coding after I managed my own PHP/CSS properties. I know it's not the same at all for coding games, but you could say I am interested to learn code, and this is cool I suppose.
I am also a big fan of fighting games, and I would like to start understanding them better by recreating one (let's say street fighter 2). I will not create a game for selling or anything like this, I'm just curious. I started by installing Game Maker Studio, ripping some sprites, doing some tutorials. Managed to have gravity, moving right and left, jumping, a having animations for each actions. It's not incredible but meh, not bad for a start.
Now I ask myself questions, because I never done this before. Should I create an "engine" containing the basic rules for the characters, or do I handle everything inside each character, and duplicate them, tweak them after? Basically, I don't know how to organize myself, organize the game. I also don't know if Game Maker Studio is the right engine to do so. If you have a bit of documentation or advices to share, it would be super awesome.
Thanks !
A fun way to work towards this might be creating bare-bones 'fighting' games that you'll be able to get up and running, while plugging away at Street Fighter stuff as a side-project. Think along the lines of Niddhogg, Divekick, or Samurai Gunn. Those kinds of games are competitive, fun, and best of all achievable. A SF clone will always have room to become more like SF, whereas a small original idea will always have room to become better. If you know what I'm saying? It's just a mental thing, but I know it affects me a lot. Good luck with whatever you work on next!Well ok, I'll start by trying to create a perfect copy of Street Fighter 2' Ryu then. ^^
Hey gaf creators, I have a question for you.
I am much more from the art side than coding side (made art school) but after a few years managing websites, I started getting interested in coding after I managed my own PHP/CSS properties. I know it's not the same at all for coding games, but you could say I am interested to learn code, and this is cool I suppose.
I am also a big fan of fighting games, and I would like to start understanding them better by recreating one (let's say street fighter 2). I will not create a game for selling or anything like this, I'm just curious. I started by installing Game Maker Studio, ripping some sprites, doing some tutorials. Managed to have gravity, moving right and left, jumping, a having animations for each actions. It's not incredible but meh, not bad for a start.
Now I ask myself questions, because I never done this before. Should I create an "engine" containing the basic rules for the characters, or do I handle everything inside each character, and duplicate them, tweak them after? Basically, I don't know how to organize myself, organize the game. I also don't know if Game Maker Studio is the right engine to do so. If you have a bit of documentation or advices to share, it would be super awesome.
Thanks !
I'm starting to sound like a fanboy, but I'd use Unity for this. They have nice colliders for you to use as hitboxes and its easy to move them where you want them to go. They have a nice system for managing animations, and the built in physics helps too.
Also, it'd be good to make the way characters work as general as possible, that way adding new characters doesn't require lots of extra code.
Don't worry about the "engine" and whatnot till you know exactly what you want. Have fun with gamemaker and experiment. If you find out its not working out try something else like unity.
A fun way to work towards this might be creating bare-bones 'fighting' games that you'll be able to get up and running, while plugging away at Street Fighter stuff as a side-project. Think along the lines of Niddhogg, Divekick, or Samurai Gunn. Those kinds of games are competitive, fun, and best of all achievable. A SF clone will always have room to become more like SF, whereas a small original idea will always have room to become better. If you know what I'm saying? It's just a mental thing, but I know it affects me a lot. Good luck with whatever you work on next!
I agree with the other poster. Go with Unity. They've grown very well and getting better each release. I use to dismiss Unity games because they all "looked" like Unity games. But that was the fault of everybody copying each others' crappy mobile games for quick profits. Truly unique experiences can be made if the creator uses their own imaginations and style. It's not limited by Unity. So many user made resources for Unity too. Easy, relatively, to hit the ground running for beginners. Game making will never be easy easy.
As for fighters, I don't have personal experience with it, but there's this asset:
http://forum.unity3d.com/threads/218123-RELEASED-Universal-Fighting-Engine-(UFE)
Hey indieGAF, Im looking for someone who can help me out with a project.
That looks awesome and smooth; I get a Titanfall vibe just from watching it.Might as well show what I've been up to lately:
Got the wallrun jump working.
Totally placeholder, totally test level
![]()
PM'd
I love snow days. Today's changelog is HUUUUGE - got so much done today its not even funny. Completely revamped several systems today and streamlined the shit out of them. Brought about 7 classes down to 2 and rewrote about 600 lines of code. Squashed a few big bugs and sprited and rigged 2 new enemy types. Tomorrow I add their main, physics and AI controllers. I feel all good n stuff. Tired, but good. I need a 3rd monitor to throw in portrait mode for coding. Flipping my 2nd monitor on its side for coding and leaning it against my tower isnt exactly aesthetic. Need me one of them dual monitor racks.
Certainly.I knew this was a great community; thanks again for your help and the quick reply abe_bly! The internet needs more friendly places like gaf...
Even being a native English speaker doesn't help too much with legalese, but it does sound like they can do whatever they want with your game. Even if they're legally protected in doing so, it's worth considering if that's a reasonable fear to have. I'm unfamiliar with cocoonjs, but have they done anything in the past to make them untrustworthy? Have they addressed this concern before?
"The foregoing provision does not apply to any User Content you upload"
They just want to share that:
1. You used their services
2. What user info you give them
3. To be able to quote you from their site
...and stuff like them to help their marketing.
it does not apply to any User Content you upload which would be your game.
Feel better?
An interesting picture I got while simulating a composite PAL signal for my 3d
retro engine's CRT TV.
![]()
It's sort of a bug, i.e. a phase-shift error. But it look cool somehow. The
full PAL en/decoder isn't ready yet, yet some cool features are already
included like limiting the luminance and chroma bandwidth. Am currently
working on the ringing effects (signal response of the system) on hard
color/contrast boundaries.
Edit: Here is the original RGB image.
![]()
I'm always emailing myself notes and even straight-up code for quick copy/pasta when I get home, lol. Just did that about 5 minutes ago ha!This morning I woke up and had ideas! They may be crazy or terrible, but the last few days I've actually had days where I had an idea and wrote it down in the morning, so in the evening I can make a more permanent note about it, or start implementing it.
It's so weird to have new ideas about things! I'm never creative so it is kind of cool.
Your rule of thumb can be, "If this looks like a post from missile, either the method is too long or the lines are too short."Every time I add something new but don't have a clear plan I end up making these sprawling 200+ line functions and having to do a lot of refactoring afterwards.
Your rule of thumb can be, "If this looks like a post from missile, either the method is too long or the lines are too short."![]()
I'm in kind of the opposite, and sillier, ship. My LOC has been on the decline forever and it kinda bums me out whenever I calculate it (I foolishly associate LOC with progress). I know indie games like Braid and Terraria are close to 100,000 lines, but I haven't even hit 3,000 yet. In my "defense," those games use their own engines. I'm using Unity so I made a goal of 10,000 lines, but I don't think I'll ever hit it. I do routine refactoring whenever I change the spec and it tends to result in less verbose code. Maybe I'll be down to 50 lines by release. :,(Every time I add something new but don't have a clear plan I end up making these sprawling 200+ line functions and having to do a lot of refactoring afterwards.
Your rule of thumb can be, "If this looks like a post from missile, either the method is too long or the lines are too short."![]()
The rockets are well locked in a hunger waiting to get ignited again!That's super nice! What ever happened to the rockets and stuff though...?
lol
Every time I add something new but don't have a clear plan I end up making these sprawling 200+ line functions and having to do a lot of refactoring afterwards.
Left. Game looks cool. :+
I think you won't get an answer from Sycle. It was asked in here before, iirc.Wow. What do you use to make high framerate GIFs?
Things are progressing nicely with Olympia Rising dev! Here's a little peak of our newest area - Cocytus, the Twisted Garden. Once I get some actual levels built, I'll make sure to record some gifs of the newer areas. I personally think they're a lot more impressive in motion with parallax going on.
Tweaked a bunch of the main characters animations as well. She was the first sprite I made for the game and I've improved a lot over these past several months, so I figured she deserved a little update.
We also finished up our official poster for the game. We have two color variants - which do you guys prefer?
![]()
The rockets are well locked in a hunger waiting to get ignited again!![]()
Well, after having implemented the 6-DOF equation of motion I did some more
experiments with the physics esp. with angular momentum and have build a
simple wing while implementing the standard lift an drag equations utilizing
lift and drag coefficients. I found that such a model will be insufficient for
Superstall's stalling characteristics (too stiff). And as such I didn't
composted a prototype aircraft together. It wouldn't be too difficult to make
one, but I was already gone further in investigating into the lift and drag
issue which brought me to the roots of it all, i.e. in understanding the
pressure distribution around a moving obstacle. So I tried to build a very
simple pressure model by simplifying the fluid and its dynamics and tried to
derive how the pressure would build up on a simple obstacle under different
inclination within my fluid. Surprisingly, I could derive a simple formula of
how the pressure changes on said simple obstacle from which I can compute lift
and drag, and (best of all) the center of pressure -- depending on the
obstacles' orientation. I now have an idea how it all works and how I can use
it for the aircraft's of Superstall. This is all very basic research so to
speak. Roughly speaking, instead if using coefficients with a simple model for
lift and drag, I instead simplified the fluid and come up with a formula. The
formula isn't necessarily more realistic or anything, but it allows for a
greater variety. For example, the lift/drag and momentum coefficients for some
known wings are almost always given just for 0 to about 18 or 20 degrees. Now
one can start to get more data from somewhere or may even try to extrapolate
(which won't work). However, my formula gives values from 0 to 180 degrees
with respect to the geometric configuration of the wing, i.e. plan-form which
can be dynamic as well. While in the stalling regime, the lift and drag forces
and the dynamics of the center of pressure do really dictate the dynamics of
the aircraft to a large degree. During this time the aircraft is very prone to
angular acceleration. Some little forces applied and it goes the other way
around.
This is one of the core elements of Superstall so to speak, so it needs some
little more considerations. And it isn't finished yet. Anyhow, I hope it makes
a difference in the end. At least I want to give people something to master,
something which isn't too simple, too stiff, or can be understood right away,
something you can experiment with. Inclusive gameplay! :+
For the time being I've postponed any further development on the physics and
stuff to not get too far ahead with just one component. Current component
under consideration is graphics. I have some deep ties into Computer Graphics
and really love to do research and implementing stuff. A couple of month ago I
thought Superstall would need a distinctive look to separate it from the pack,
so I looked around and came to realize that there isn't much old-school retro
3d graphics. And since I like low-poly, low-res, low-color graphics/shading
etc. as well as building things from scratch, it became a perfect match for
me. Btw; I'm done with all the graphics APIs, anyways!Currently I'm
tinkering around with the antics of old-school CRT TVs and stuff. The idea
behind is that low-res graphics has a very distinctive look while sending it
through a CRT TV. I mean, all the irregularities coming along with a CRT and
sh!t do have some interesting influence on the picture. Tomorrow I may show a
rather simple graphics which looks very crappy on an RGB LCD, yet I will also
show it on my basic PAL CRT TV (yet-not-working). And I hope we will see the
difference.![]()
That's it. What I am doing exactly at this moment, next to writing this post
and drinking coffee, is applying signal theory, filtering etc. to my CRT TV's
input signal. When I'm satisfied with the CRT to some degree I will spend some
time on color reproduction techniques. After this am going to build a simple
rendering engine, i.e. a raterizer utilizing said color reproduction
techniques. What I'm after is the following; due to the ringing effects and
bandwidth limitation of old CRTs, color dithering produces some very
interesting effects. For one, the ringing effects will be seen on the isolated
dither dots, and second, due to the bandwidth limitation of the CRT and the
color reconstruction from the signal (demodulation), the dots smear a bit and
will shift their color slightly changing the color impression of a surface to
some extend. Cool stuff! When this is done, am going to work on the 3d part of
the retro engine. Then physics again, collision detection and response. After
this I guess its time for a prototype. Oh yeah...!![]()
Might as well show what I've been up to lately:
Got the wallrun jump working.
Totally placeholder, totally test level
![]()
Wow. What do you use to make high framerate GIFs?
Thats one big ship
Those planets look great, lots of nice visual effects. Is this a twin stick shooter?