wiseDev

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  1. I didn't want to, but I guess I have entered in a nonsensical discussion. Nevertheless, thanks for making it easy for me to get out of it: it's about £1000 ish. First of all, 1K is garbage in the real world. Once you leave your parent's house you will understand why. Not generating that amount from my own games I'm glad you become partially sincere when someone pushes you a little. As for your question: Yes, I tried everything, and it was only after trying everything and speaking to everyone that I came to the conclusion that it was a waste of time. If anyone could become a successful entrepreneur, who'd choose to have a boss?? I'd give you a more detailed answer but I don't think you want to understand the truth. Not yet, at least. Happy trying!
  2. You're the bullshitter. Just because there are public speaking scammers, writing scammers, and all kinds of scammers telling you clichés like you can accomplish anything if you believe in it, doesn't make it true. It's not depressing, it's just the truth. Depressing is, on the other hand, to be in denial. You can make lots of fun things in life, you just can't make legal money without investing money and having the resources and the connections, and even with these three factors 96% of businesses fail. Will Smith says this in the Pursuit of Happiness: “Don't ever let someone tell you, you can't do something. Not even me. You got a dream, you got to protect it. People can’t do something themselves, they want to tell you you can’t do it. You want something, go get it. Period.” Beautiful. It's good poetry, but it's not even close to reality. You should be thanking your parents for telling you at age of seven that you can't fly and you won't ever be able to, because if you try to fly you will get hurt due to fall-related injuries, or you could've ended wasting your whole life jumping around like a retard with no success. I've read your opinion before posting, and I can say with 100% confidence that you're not doing it and making it work. If you haven't accomplished anything, why would you go around giving tips to people? You can't give tips, much less lecture me. So no, you can't make a living out of making games with just raw willpower, talent, time, and lots of self-help books, it doesn't work like that. Before you ask me to tell you my whole marketing strategy, publisher list, market research and budget plan, I'd like you to take a moment and ask yourself this question: What have you earned?
  3. function displayNextFrame() { updateSprite(); [..] } function updateSprite() { if (delta) { sprite.currentFrame += (delta / sprite.speed); if (Math.ceil(sprite.currentFrame) > sprite.frames) { sprite.currentFrame = 0; sprite.currentFrame += (delta / sprite.speed); } } The code above is an uber simplification (take away two thousands lines) of what I have. I aim for what you said: jerky movement but consistent simulation. Any guess on why I am getting consistent movement but jerky simulation? And could you explain why JS timing functions are awful ? Thank you for your time.
  4. Best tip: ignore everything they've told you in this thread. This world isn't a Meritocracy. You don't get what you want by having talent and working hard. Why would someone choose to clean bathrooms instead of making games? And still, there are thousands of millions of humans cleaning bathrooms, serving hamburgers, etc. If you don't have very powerful human connections in the industry, just forget about it. Forget about making a living out of anything that isn't physically or emotionally painful to do. I tried to make a living out of developing games, and I barely was able to cover rent and food with it. Now it's just my hobby.
  5. With 60 fps player sprite animation works fine, with 30fps it looks 'too fast'. If I change the sprite update speed, it will work fine with 30fps, but with 60fps it will look 'too slow' How should I approach this? Do you recommend I cap the game at 30fps and set sprite updates accordingly? I say 30fps because I can't think of a device that won't run this at least at 30fps. game.loop = function() { if (GAMESTARTED) { delta = timestamp() - lastDelta; lastDelta = timestamp(); keypress.check(); render(); } requestAnimationFrame(game.loop); }; function fps() { if ((timestamp() - lFrameTimer) > 1000) { FPS = FPSCounter; FPSCounter = 0; lFrameTimer = timestamp(); } } function render() { displayNextFrame(); fps(); FPSCounter = FPSCounter + 1; timerTicksPerFrame = delta * 0.015; } function timestamp() { return window.performance && window.performance.now ? window.performance.now() : new Date().getTime(); } Any advice will be appreciated. Thank you.
  6. I'm interested in migrating a game I'm making to PixiJS. Currently I'm using just HTML5 Canvas. I assume PixiJS has fully compatible methods with HTML5 Canvas, since it's its fallback if WebGL doesn't work. So how I would proceed? For example: Let's say I have a drawText function that uses this: ctx.font ctx.fillStyle ctx.strokeStyle ctx.strokeText ctx.fillText And a drawImg function that uses this: canvas[layer].ctx.drawImage(...) canvas[capa].ctx.globalAlpha So I don't load sprites and toy with them. The sprites are loaded, and then I just draw on screen whatever it's necessary in my main loop. My question, in other words, is: Can I replace my main functions with PixiJS functions, or I would have to re-think the graphics logic of my game?