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Messages - sparkyidr

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1
Paid Work / Composer/Sound Designer available for hire
« on: September 25, 2014, 09:42:45 am »
Hi guys.
Just wanted to let you know, I am currently taking in work as a composer/sound designer for your games.
I've worked on a lot of small (usually mobile) games over the past few years, but have also worked for larger companies like Konami and Warners (to name a couple)

Feel free to check out my soundcloud playlist of relatively recent works :
https://soundcloud.com/markcoupe/sets/game-music-examples

If you like what you hear, feel free to get in touch to discuss prices and what have you.
You can email me at : sparky@indiscriminate.co.uk
Or send me a PM here (I will try to check PMs a few times throughout the day)

Thanks for listening.  ;)

Sparky.

2
Paid Work / Re: Looking for a sound developer [Paid work]
« on: February 20, 2013, 11:50:39 am »
Hi there.

I've done the music/sound design on a lot of independent and mobile games over the past few years.

You can hear some examples at my soundcloud : https://soundcloud.com/markcoupe

Drop me a PM, or email me : sparky (at) indiscriminate.co.uk

Sparky.

3
Well.. I just re-created the scene and actors etc, and now it works

It's poss I DID forget to "always simulate"....but I was sure I did.

Anyways.. I obviously had something wrong, as it's working as expected now.

4
Have you tried:

yeah.. gives the same results.

5
Yeah.. I already checked that.. and it's set to on. (which I assumed was the best way for it to be)

Like I say, it's working with the region work around...which in theory does the same thing re: timings
?

6
I did it the other way around.
I created a region that covers most of the play area, and changed my events to trigger when the actor type enters of leaves the chosen region....

and that seems to work.

Feels like overkill/a workaround, when the "enters or exits scene" event already exists though.

7
I have an event (as part of a scene behaviour)that says

when actor of type (my chosen actor) enters the scene
set "goodies count" to goodies count +1


I also have an event that says
when actor of type (my chosen actor) leaves the scene
set "goodies count" to goodies count -1



If I put 5 actors in my scene and start the scene, goodies count shows as 5.. nice.
But, as the actors leave the scene, sometimes it does the "-1" from goodies count, and sometimes it doesn't.
And it feels fairly random.

Sometimes it only does the -1 one time.. other times it does it 4 times...and sometimes 3... but never all 5

Any ideas? the logic seemed pretty good to me.

8
Is there a way to do this AND still have the actor's collisions happen (as per it's collision group)?

edit : ignore that.... it DOEs to that. I had the actor set to "cannot be pushed", and it behaves very differently then.

i.e. with that set to cannot be pushed, it is possible to drop one actor on-top of aother and no collision be registered  :)

9
Ask a Question / Re: Start an universal iOS game
« on: April 02, 2012, 06:59:19 am »
It might be wise to have two versions, one for the ipad and one for the iphone. You'd still be importing the graphics at 2x(for now), and then in the ipad version in the future(4x) when it is supported in Stencyl v2.5

I "could"...but surely that's the whole point of a universal build....the fact that I DON'T have to have 2 versions.

There are plenty of good reasons to have a universal build of a game out :

1st and formost, from a punter's point of view, I don't have to go and buy 2 versions of something for my different devices (if I have them)

From a developers point of view, I only have to keep one project up-dated.

There are also plenty of case studies online talking about sales of a universal app as opposed to 2 versions of the same app. Also, ratings and reviews are all shared by one app.

it just makes sense to do..... I (and a few others it would seem) need some help in getting it all up and running as I need it to be.

Like I said earlier, the StencylPedia article is there...but it really kind of skims over it (imo), talking about setting up your graphics, and that's pretty much it.
It's really important to know what to do in the editor at the scene level (regardless of if I have set my graphics up properly.  ;)

10
Ask a Question / Re: Start an universal iOS game
« on: March 30, 2012, 11:20:56 am »
What I (we?) need is some sort of fundamental questions answered.

Things like :

Do I start designing the levels with an ipad screen in mind, or a retina iphone screen?
How do I then amend my camera (zoom?) and actors sizes according to what device my player is on if I am using a unified atlas?

if you get what I mean

Sparks.

11
Ask a Question / Re: Start an universal iOS game
« on: March 30, 2012, 02:00:40 am »
Anyone got any thoughts?
The current help article really doesn't go deep enough into what's needed.

12
Chit-Chat / Re: Fez
« on: March 29, 2012, 04:11:57 pm »
lol.. goodness knows what I was thinking then  ;)
I was convinced it was. ahhh well. good news

13
Chit-Chat / Re: Fez
« on: March 29, 2012, 09:02:52 am »
Ahh cool

I didn't actually realise it was coming out on the 360
I thought it was a PC and PS3 exclusive  :)

yay

14
Ask a Question / Re: Struggling with physics a bit :(
« on: March 26, 2012, 10:01:19 am »
Why do you have such a low angular mass compared to regular mass?  Of course the actors are going to be wobbly if it's so easy to rotate them.

Rob..........you are of course correct.
Had somehow confused myself as to what angular mass actually did.

Have upped the angular mass on the "building blocks" and it's much more stable.
Not perfect, but deffo a massive leap in the right direction  :)

Thanks guys, for the help. much appreciated.

15
Ask a Question / Re: Struggling with physics a bit :(
« on: March 26, 2012, 07:51:14 am »
Here are a couple of vids showing my ropey physics in action

1. Gravity set to 50. The yellow blocks not affected by gravity, the blue ones are. : Mass-10, angular mass-0.2, friction-0.13. and dampening turned to about 1/2 for both sliders

http://www.youtube.com/watch?v=01sSMV2yCGg&list=UUgHiuNfqi9O0GMqLawOvRqw

2. Gravity set to 85. Blue blocks same as above, "plank" set to be affected by gravity : mass-10, andgular mass-1, friction-0.3

http://www.youtube.com/watch?v=Vz-VOH7A_yc&feature=plcp&context=C4e99576VDvjVQa1PpcFMbdgs21e3UZS8XzvU4K2eqQgtShndBPRQ%3D

In both cases, no actors have any "bounciness"and are snapped to the tile-grid

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