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Chit-Chat / Re: What makes a game a Great game?
« on: October 16, 2017, 05:32:14 am »
imo that's p easy to answer but also practically useless. A great game is something people enjoy, which might happen through mechanics, gameplay, style, graphics, audio, social interaction, polish. But like, I don't think anybody wants to make a game with bad mechanics, gameplay, style, graphics, audio, social interaction, polish.
So the question kinda answers itself but what you do w it is more based on how much you CAN do.
So the question kinda answers itself but what you do w it is more based on how much you CAN do.
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iPhone / iPad / Android / Re: Cat Bird - Out now on iOS/Android!
« on: October 06, 2017, 02:41:38 am »
it's Raiyumi's own art.
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Ask a Question / Re: do any of you mobile devs not bother with importing art at 4x resolution?
« on: September 06, 2017, 02:51:47 am »
For pixel art you wouldn't even have to go 960x640 necessarily. I design at 192 x 288 and import at 1x.
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Ask a Question / Re: In App puchases [iOS]
« on: September 04, 2017, 05:43:33 am »
Yeah your setup looks fine to me but it doesn't matter what anyone suggests if you can't test it anyway.
Also I see you bumping a whole bunch of threads related to iap, that's all fine and dandy but it doesn't matter what anyone suggests if you can't test it anyway.
(There's a thread where someone says iap works in the sim but not on devices- Apple BRIEFLY made iap work on the sim but later removed the functionality again afaik.)
Also I see you bumping a whole bunch of threads related to iap, that's all fine and dandy but it doesn't matter what anyone suggests if you can't test it anyway.
(There's a thread where someone says iap works in the sim but not on devices- Apple BRIEFLY made iap work on the sim but later removed the functionality again afaik.)
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Ask a Question / Re: In App puchases [iOS]
« on: September 04, 2017, 02:40:14 am »
I don't think iap works in the simulator. If you don't want to invest in a testing device, you won't be able to test.
I just checked and the Stencylpedia article lists "A compatible iOS device – In-App Purchases cannot be tested in the iOS Simulator" under requirements.
I just checked and the Stencylpedia article lists "A compatible iOS device – In-App Purchases cannot be tested in the iOS Simulator" under requirements.
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Ask a Question / Re: In App puchases [iOS]
« on: August 30, 2017, 02:45:42 am »
well, that's another possibility eliminated. I'm out of ideas on this one :/
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Ask a Question / Re: In App puchases [iOS]
« on: August 29, 2017, 02:11:19 am »
Nah I never put numbers in there, but I don't put 'com.game.name' either. I just call it 'GameNoAds' or whatever
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Ask a Question / Re: In App puchases [iOS]
« on: August 28, 2017, 02:54:31 pm »
Maybe try using a different naming convention for your IAP ID's? Not sure if Apple's idea of alphanumeric includes punctuation or not.
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Ask a Question / Re: Attribute wont continue increasing on scene change
« on: August 28, 2017, 02:47:31 am »
wrap the 'do every second' time event in a boolean attribute that gets set to true when you buy the item that increases the currency per second?
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Ask a Question / Re: How do you implement a Countdown clock?
« on: August 25, 2017, 03:20:46 am »
maybe don't put everything in the same event, idk.
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Ask a Question / Re: How do you implement a Countdown clock?
« on: August 24, 2017, 02:49:46 am »
Yeah all the attributes are numerical. You can swap the local attributes out for global ones if you'd like, but I don't think it matters because timeStart and timeEnd are set to global attributes and timeCurrent is always set to the difference between the other two. Now that I think about it, I suppose you could also just have 1 local attribute (timeCurrent) and use the global attributes (lastSavedTime and resetTimer) directly. I just set it up like this because I made it into a behaviour to use for multiple things if I want.
I've attached the system to a button rather than a scene because i felt that it isn't actually necessary to always have it run; it only needs to compare the difference and trigger an action whenever relevant.
I've attached the system to a button rather than a scene because i felt that it isn't actually necessary to always have it run; it only needs to compare the difference and trigger an action whenever relevant.
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Ask a Question / Re: How do you implement a Countdown clock?
« on: August 23, 2017, 04:07:13 am »
Let's see if I can explain this properly. I have a system that gives the player a timed reward, Crossy Road style free gift after increasing intervals of time, eventually ramping up to every 6 hours. A lives system would be the same thing minus the increasing delay.
I have a game attribute called lastSavedTime.
I have a game attribute called resetTimer.
I have 3 local attributes: timeStart, timeCurrent, and timeEnd.
lastSavedTime is set to the 'get current timestamp' block from the Date extension, triggered whenever it's required (in a lives system, that would be when you lose a life).
timeStart is set to lastSavedTime.
timeEnd is set to resetTimer.
timeCurrent is set to 'get current timestamp' every second, *if* [timeEnd + floor of [convert timeStart - timeCurrent milliseconds to seconds]>0]
when [timeEnd + floor of [convert timeStart - timeCurrent milliseconds to seconds] becomes <0, the required action is triggered to happen (in your case restock a life. Then either start over if the player has lost more lives, or just stop the whole process until another life is lost)
So basically what you're doing is setting a starting point as a number, an ending point as another number, you compare the difference until they become equal, and that triggers an action. Using game attributes for the start and end points is important because it means the game can function when the device is closed. what will happen when the game is opened again after 18 hours, timeStart is still set to 18 hours ago, timeCurrent is set to now, and since timeEnd is way lower than the difference of 18 hours, the action will be triggered. (note: and for a lives system you could add another calculation where if [timeEnd + floor of [convert timeStart - timeCurrent milliseconds to seconds] is 2,3,4x lower than timeEnd, replenish 2,3,4 lives instead of 1)
I have a game attribute called lastSavedTime.
I have a game attribute called resetTimer.
I have 3 local attributes: timeStart, timeCurrent, and timeEnd.
lastSavedTime is set to the 'get current timestamp' block from the Date extension, triggered whenever it's required (in a lives system, that would be when you lose a life).
timeStart is set to lastSavedTime.
timeEnd is set to resetTimer.
timeCurrent is set to 'get current timestamp' every second, *if* [timeEnd + floor of [convert timeStart - timeCurrent milliseconds to seconds]>0]
when [timeEnd + floor of [convert timeStart - timeCurrent milliseconds to seconds] becomes <0, the required action is triggered to happen (in your case restock a life. Then either start over if the player has lost more lives, or just stop the whole process until another life is lost)
So basically what you're doing is setting a starting point as a number, an ending point as another number, you compare the difference until they become equal, and that triggers an action. Using game attributes for the start and end points is important because it means the game can function when the device is closed. what will happen when the game is opened again after 18 hours, timeStart is still set to 18 hours ago, timeCurrent is set to now, and since timeEnd is way lower than the difference of 18 hours, the action will be triggered. (note: and for a lives system you could add another calculation where if [timeEnd + floor of [convert timeStart - timeCurrent milliseconds to seconds] is 2,3,4x lower than timeEnd, replenish 2,3,4 lives instead of 1)
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Ask a Question / Re: How do you implement a Countdown clock?
« on: August 18, 2017, 07:02:27 am »Gecenab,
If you need a countdown, just create a 'Do after/every _ seconds' event, and if you're using game attributes, use this:
Do every (number) seconds:
Set (attribute) to (attribute) - (number)
You could also use an if statement for that and then use an 'otherwise if':
Otherwise if (attribute) = 0
Set (attribute) to (number)*
*You could make it reset, you could just keep it at 0 and then use a different event to restart.
Also, make sure you use a drawing event if you want the clock on screen.
I don't think this would work when the game is closed.
I use the Date Extension that LIBERADO linked to, setting a 'lastsavedtime' game attribute to [get current timestamp] and compare that to another attribute that's set to a certain number like half an hour or whatever. I also tried Squeeb's product but it was far too complicated for me lol