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Messages - merrak

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Ask a Question / Re: HTML5 problem...
« on: Yesterday at 10:32:32 am »
If you have a playable HTML5 version uploaded somewhere, I'll take a look at the browser debug console. Some of the errors you mentioned look like ones I remember seeing in 3.4 that can be ignored.

Ask a Question / Re: sprite ??
« on: Yesterday at 09:19:39 am »
What do you have so far?

Ask a Question / Re: Can't Test My Game
« on: Yesterday at 09:18:43 am »

Ask a Question / Re: HTML5 problem...
« on: October 13, 2018, 05:15:52 pm »
Does the browser's debug console reveal any other error messages?

Ask a Question / Re: Crafting List problem
« on: October 13, 2018, 05:14:30 pm »
Whatever the value of "Can Craft" is set to will be overwritten by the next item. If you have 20 stone, "Can Craft" is set to true regardless of whether or not you had enough wood.

Set "Can Craft" to true at the very beginning, before any looping. Then take out the 'set "Can Craft" to true' block you currently have. This will ensure that once "Can Craft" is set to false, it can never be set to true again before the next check.

Ask a Question / Re: "Check your logs and post them to the forums"
« on: October 10, 2018, 09:25:17 pm »
>> Error: The input swf newgrounds.swf is corrupted


Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 09, 2018, 08:18:52 pm »
I might use subtile/barely visible glows for alerts and stuff but not try to simulate a proper light system.
Maybe in Space Pirates II. I will first finish this game and decide what to do afterwards.

If I were in the same position, I'd probably make the same call... maybe. It's fun to dream :D It's always tempting to thinker with things, add new eye candy, and so on, but how much would it add to the game and is it worth pushing the launch date back further or delaying future projects?

Or maybe it is worth the time. Would a Kickstarter campaign be a good way to raise some money to hire a voice actor? $4,000 seems modest as far as Kickstarter goes. (I'm not sure about other fund raising sites). Your game already looks very far along in development, so I wouldn't think there'd be as many people concerned they're funding a project that would never get made.

You could probably add a static lighting system in about the same time as it'd take to get the voice work done. Dynamic lighting would take a bit more time--or a lot more, depending on how elaborate you want to get.

Ask a Question / Re: Any way I can speed up the loading of my HTML5 game?
« on: October 09, 2018, 07:57:56 pm »
Be sure to disable 2x, 3x, 4x graphics if you're not using them.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 08, 2018, 03:30:07 pm »
A lot of questions seem to pop up. How do i merge multiple gradients with multiple light sources? Should the object be above or below? Below seems to be wrong with sharp gradients. On top is a bit better but the objects still would need illumination as well or it looks weird. Isnt that weird using fixed shadows?

I think the problem with the gradient (pixelated or not) is that neither is correct.

For the five "bowls", the  bottom half of the image is the front and the top half of the image is the top of the object.

A light coming from behind and below the tops would illuminate neither--so you should see just an outline of the light. A light coming from behind and above should illuminate the tops (top half of the image), but not the front (bottom half of the image).

Image 1 looks more like an illuminated atmosphere--like shining a point light into a foggy area. Maybe I'm more observant of these things than the typical player would be, because I spent so much time thinking about lighting in my game. It looks neat, but the geometry of the room feels wrong.

From a geometry perspective, I think Image 2 looks a lot better. The light source is below the "bowls", so it's a believable scenario. But it's still not correct. The "bowls" should cast a shadow against such a low light. They don't, though. This only makes sense if the "bowls" are floating... but that doesn't make sense either, because the shadows they do have only make sense if they're on the ground.

I think fixing Image 1 would be easier than Image 2. Image 1 makes sense if the light source is above the "bowls" (hidden because we can't see the ceiling). The fixed shadows you currently have would work. Different materials have different properties regarding highlights, the colors of light they reflect, etc. You'd need to light each floor tile and object separately--not just apply a single gradient. But it can be done with some animation tricks and wouldn't require intensive calculations.

Casting shadows in order to fix Image 2 could require intensive calculations. The fact that I have an isometric projection in my game and you have more of an oblique projection doesn't matter. Both of us are working with 3D worlds, so casting the shadows properly would require you solve a lot of the same problems I did. The math would be a lot easier, though, since your world is completely tile-based, and mine isn't. (It's converted from tiles to walls during the game load phase). That said, it'd still be a lot of work. I don't know how much time you want to spend on it.

Ask a Question / Re: 8 way movement??
« on: October 06, 2018, 06:12:47 pm »
If you're setting x-speed and y-speed, don't forget to divide both by sqrt(2) for diagonal movements.

Journals / Re: The Poppytales (Journal Thread)
« on: October 06, 2018, 04:26:57 pm »
The Art Demo was not intended as a way to promote it. I wanted a way to show you all what the game looks like because it’s harder to see from an iPhone camera. I still can’t take screenshots of my games without them being completely black. I also have no idea how to film what’s on the screen. I guess I could set up a YouTube channel, but I do not know how the process works.

Wow, that's a persistent bug! I don't know how to capture video on Windows. I know it can be done. For Linux there's a tool called "recordMyDesktop". Maybe it's available for Win/Mac, too.

Keep in mind that the x/y of mouse blocks return screen coordinates. To convert to scene coordinates, add the x/y position of the camera. To convert from scene to screen coordinates, subtract the x/y position of the camera.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 05, 2018, 06:43:57 pm »
It will make a bigger difference with a steeper gradient. Personally, I think the pixelated gradient looks better and more consistent with the rest of the art... when it does matter, that is. In your two examples the light is so dim that I can't really tell the difference. (I made a couple mock-ups with GIMP and your screenshots). If you haven't yet, try another test with a small but sharp gradient. I think that'll be the case where your decision makes the strongest impact on the look of the game.

With this code, the actor slings upon my drag, but he fires in the same direction as my drag, not the opposite.

Add 180 degrees to the angle to fire in the opposite direction

Journals / Re: The Poppytales (Journal Thread)
« on: October 04, 2018, 07:52:59 pm »
That's a huge download. From the looks of the screenshots you have so far, I bet you can scale the images down and still keep the details.

I wouldn't expect the art demo to be an effective way to promote your game. Considering how hard it is to get people's attention on the internet, I'd do everything possible to minimize the number of steps someone has to take to see what you want them to. Why not upload a video to YouTube instead?

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