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Everything posted by BarrytheBrave
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RT @nikeshashar: Thanks to the entire team @makersacademy and all our awesome grads who are job-hunting on Monday! #hireadev #learntocode
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I can't believe how quickly you're updating this! I'm currently learning my way through ImpactJS, but knowing how much time and effort you've put in to both this and kiwi.js I'm gonna have to check this out very soon, I suspect your framework(s) will be ultimately more flexible to work with than Impact.
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Yeah I've noticed this too, a thread I posted stayed at 0 views for a few days then jumped straight up to 173 views, and it's now stayed at 173 for weeks when I'm sure it must have been viewed more times since. Rich you need to employ someone to hit the refresh button every few minutes
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You sure can, both .svg and .svgz (compressed). Even some of the more advanced Illustrator features like custom brushes get converted to outlines on export so you should be able to get almost anything you need in to SVG format.
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So many tools...not enough time...
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I hadn't heard of those two rich, I've tried spriting with nothing but the Photoshop pencil tool and it certainly takes a while! There's a great list of tools here too if anybody hasn't seen it yet: http://www.ludumdare.com/compo/tools/
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Photoshop and Illustrator do compliment each other nicely and I use both regularly even though most of my work starts in Illustrator, sometimes Photoshop is useful for creating promo screenshots etc. Depending on budget and needs one of the cheaper Creative Suites that contains both might be a good option. Especially if you're eligible for the education discount Best bet is to download both as 30 day trials and get a feel for them.
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Illustrator all the way for me! Vectors win hands-down for everything from the game assets to the gui and logos. You never know what high resolution devices will exist in the future so having the option to go back and re-export the same graphics at any resolution is a great safety net. It's also great in the drawing stage to be able to scale and edit things endlessly without worrying about degrading quality. I would go for Photoshop if I were going for a pixelated retro look though.
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@remvst I think I see, so compared to my image above your game would be natively vertically shorter by 20px (460 as opposed to 480), so when scaled using the same method as mine would be slightly wider too because the shorter vertical height allows the game to scale horizontally a little further, meaning your side bars are slightly narrower than mine? I think I've got that right! edit: I just played your Rooftops game on iPhone, it works exactly like I thought you meant. @rich yeah tablets are a big consideration too. On tablet (I'm using an iPad for testing right now) I'm scaling vertically as large as I can and then scaling as far horizontally as necessary to retain aspect ratio, the same method as the image above. This means there are the same empty bars at either side on tablet too, but I'm guessing these bars are less of an issue on a tablet than they'd be on a smaller device, which is what caused concern.
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Thanks remvst, it's good to know you are using a similar scaling method. Although to clarify when you mention stretching, that would never be an option for me. The alternative to the method shown would be to fill the entire screen 320x480 1:1 so the aspect ratio is retained, but then the game would be vertically offset by the depth of the top bar, and the bottom of the canvas wouldn't be visible behind the bottom browser bar. If Booster seem happy with the method I've shown then I'll most likely follow that option, thanks.
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Hi all, I'm currently building a reusable framework in GameMaker Studio that deals with scaling and orientation on mobile and tablet devices, that I can build all of my future html5 games on. All of my games will be made at either 320x480 or 480x320, and I plan to offer them to sponsors and portals. When dealing with devices with a screen resolution of 320x480, such as iPhones, displaying the game at 1:1 ratio will mean that a portion of the game at the bottom will not be visible under the browser bar, and so would be filled with a logo or filler graphics perhaps. The issue is that because GameMaker studio makes it so easy to export to other formats I also plan to release the same games as iOS and Android native apps. Designing this way would mean that I have to design two versions of the game; a native version taking up the entire screen and an html5 version that fits within the iOS bars. (I've hidden the top browser bar but you can't remove the bottom browser bar or top iOS bar). The scaling solution I've come up with takes the entire 320x480 canvas and scales it up or down to fill whatever space it can, whilst still respecting aspect ratio. However on iPhone this leaves scrollable spaces at either side, as shown below: This solution is the easiest for me as I only need to design each game to fit 320x480 and then scale it up or down to suit, but would sponsors (booster media for example) be happy with this or could it hinder my chances? Thanks in advance. Edit: I wasn't sure whether to put this in the coding or sponsor section so feel free to move it if necessary!
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Great little idea, I just had a quick play though, I didn't come across batman yet! I'd better try again...
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It's a good little game, nice and addictive like all runners should be - great work!
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Hey all, I'd like to share with you my first HTML5 mobile game, Farmyard Outbreak. I designed and bult it with the sole idea of offering it to mobile game portals. It's basically a breakout clone, but the bricks (monsters) travel down the screen, and you must protect your cows from them. It's game over if the ball hits the cow fence 3 times, or if the monsters reach either the fence or the player. There is also an emphasis on using the four power-ups available, and choosing the right time to do so! I made the game using GameMaker Studio and I licensed True Valhalla's mobility engine to get the device scaling and orientation working properly. Whilst making the game I've been testing it on iPhone 4S and iPad 3 which work great, but I don't have access to any Android devices right now, so if anybody plays it on an Android I'd really appreciate it if you'd let me know how well it works for you. Due to the amount of movement on screen I suspect that it won't run very well on older hardware, but that's no real surprise! It's also worth mentioning that I burned the candle at both ends to release this version of the game on time to meet the One Game A Month deadline, and as such it's possible there may be some small remaining bugs. I hope I've squashed them all already but if you do spot anything odd, again please let me know. I'll be refining and optimising it over the coming weeks before I even consider offering it to portals. Please click through and play, I'd love to hear what you think. Thanks. http://boomshack.co.uk/play/fob/FOB.html PS if you decide to look around the rest of my website linked above note that it's currently just a mockup that I cobbled together with Twitter bootstap, and needs a lot of work!
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Awesome, maybe with an affiliate button beside it so I get a cut of any sales made directly because of my testimonial , I'm down with that!
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I can chime in with this too, I recently licensed the Mobility engine from True Vanilla ( ) and I'm just putting the finishing touches to my first game with it now. It's saved me a load of time and hassle and it's reassuring to know that my game will display properly across loads of devices even if I don't have the devices to test with. Definitely recommended if you're using GameMaker Studio for mobile HTML5 games.
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Hey there, Blueprints is a really clever game! Levels 1 and 2 were pretty easy but level 3 just ramped up the difficulty somewhat - just trying to crack it now... EDIT: Completed it - really good idea for a game , runs nice and smooth on Chrome too.