fatalfluff

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fatalfluff last won the day on August 3 2013

fatalfluff had the most liked content!

About fatalfluff

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  • Gender
    Male
  • Location
    Germany
  • Interests
    I make HTML5 games for mobile browsers.

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  1. I recommend.. caution. DoubleDuck were in fact already using their current design (with the clouds) when you were still on your old design without the graphical header, Matthew.
  2. Well.. you sell licenses. What do you expect? Kitbashing is quite common. Of course it's funny in the greenlight context, but I once was visiting a HTML5 sponsor on site (went there to sign some contract stuff) and saw what they get each day. It was, without joking, 99% tutorial/asset bundle content.
  3. In the right hands C2 is a very capable tool with good output. That said, you really need to know what you are doing, especially for mobile HTML5 games. It is super easy to do stuff with it, but making that stuff mobile-ready isn't something that it does for you. Insofar it's not really "dangerous". It has been blamed for enabling less capable devs to severely undercut prices for example on platforms like envato, but that's not really a problem of the system itself but more of a part of its userbase. Only a rather small number of C2 devs can produce games that are capable of passing the big sponsors' QA requirements. I have used it in the past for several commercial projects and go back to it now and then (mostly for prototypes).
  4. Now that was a bitch-move. Out with the pitchforks and gas-drums.
  5. Short answer: yes. Long answer: if basic ideas/themes/stories were copyrightable, there would be no game market without anyone paying royalties to all those 1980s arcade companies.
  6. It would load until 99% and then stop. Temporarily disabling adblock plus (on chromium) for the site did it, the loading finished then and everything was fine.
  7. I'm (personally) against it, too. If you open the flood gates, you'll have 50 postings per day from people promoting unity games, but without contributing anything else to the community.
  8. The coding skill argument is void insofar as Construct2 games have been "legally" posted and discussed here.
  9. Nice engine.. However: Using 3rd party plugins is an absolute no-go. The reason for that is, that those are unsupported by Scirra. There have been some prominent examples in the past where a new C2 release or (in the case I'm referring to) a new iOS release broke a plugin and the author was gone. So a lot of people had to do open-heart surgery to cut the plugin out of their C2 projects. Don't go there. You either need to implement everything as events, or you need to implement, release and maintain those plugins yourself (which of course leaves the customers in the same spot, should *you* disappear some day
  10. Newschool stuff: I really like Jablonsky's work on the "Gears of War" series. Oldschool stuff: The one opening title music that changed everything when I first heard it back in the 80s: Mind blown for little fluff. (My first computer was a beat down, 3rd hand C-64 my father "organized" in 1987)
  11. Super slick, like all of your products. Has a truly "native" feel to it.. which brings me to agreeing with menutat, I would personally consider it "too difficult" for the typical portal customers, it feels like the level of difficulty was set with regular gamers in mind.
  12. I'm afraid you'll have a hard time selling with those visuals. Sorry if that sounds harsh, but at least in my experience "good" art (what you call bright and cartoony) is the most important selling point. This totally differs from markets like indie PC games for example, where you can get away with retro styles, super minimalistic themes, glitch art etc. Doesn't work at all for the sponsorship market.
  13. The export/wrapping isn't hard.. it's just super hard to keep the performance from going to s***. You'll get a lot of heat on the reviews from people who have devices that are simply too weak to handle the 34983849 layers HTML5 comes with and eat performance, even if it's reasonably optimized. A little example: for Android the bottom device that does any reasonable performance with average wrapped HTML5 games is the Nexus4 (and those like it from other vendors). That's like the upper half of the market. Depending on the type of game you may very well attract the lower half - and those will be in for a rough experience. If your main goals are iOS and Android (and not: web with maybe an additional export to the app stores just for the fun of it) I'm with rich here.. go native.
  14. The most sensible thing to do would be to ask specific HTML5 devs for quotes, whose products you like. They will however require -a lot- more info, like for instance: how good does the game need to be? (easiest to determine with reference games that show the level of quality you are aiming for).
  15. You can play the HTML5 non-wrapped web version in all its glory on their website, just like all of their games.