aladine

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  1. Like
    aladine got a reaction from Dread Knight in How to change sprite image (without spriteSheet)   
    Hello, 
     
    is it possible to do something like this : 
    objectName = game.add.Sprite(x,y,image1); and then simply do 
    objectName.key = newImage; cause i tried it and it doesn't work
    thank you 
  2. Like
    aladine got a reaction from Kenny in Which HTML5 engine/framework and coding language to choose?   
    Be careful buddy, you may fall in the old trap like many of our ancestors did...
    "the awesome game trap  "
    kids games are really hard to do, specially in the design process, making something easier enough to be played by kid but challenging enough to keep the kid hooked to your game is not an easy thing to do.
    In case you didn't heard about Tornado Twins, i highly recommend that you read this article specifically made to help you avoid "the awesome game trap   "
    And i can put a vote for this right now,
    unless you didn't make a dozens of crappy unfinished prototypes and a couple of published but failed games, you will never be able to create your awesome game, and the best way to practice until that point is to make small games or kids games. 
     
    In-topic: 
    Because i cannot work without an OOP structure, my only choice for HTML5 are either Phaser with TypeScript or LibGDX (java) but i recommend Phaser cause to use LibGDX you need to learn Java and all that comes with it, which is a pretty cool thing to do by the way, but just to motivate you a little bit about Phaser,
    Phaser can draw and animate sprites Phaser allow user Input (keyboard,mouse and touchscreen) Phaser can draw Fonts Phaser can handle physics Phaser can play sound Phaser allow files input/output (i think)   And the list will go on, but with this element only you can make ALL sort of 2d games that you can ever imagine, all you need is practice and passion, but more than everything, you need to set a goal, define which game you want to make, and don't quit until you made it (beware of "the awesome game trap   ") 
    Recommended games to made (in order)
    2 players-Pong                  : you'll learn user input, movement and basic collision along with basic structure of any game (menu,score,win and lose) AI-Pong                             : Congratulation, you're just created your first enemy  Tetris                                 : Basic tile and array manipulation (actually it's kinda advanced)  Pacman clone                   : Say Hi to your first Level design experience  Space Invaders                 : BULLETS!! bullets everywhere... Super Mario                      : It's when you and physics are still best friends Level editor for Mario        : Advanced tile manipulation + File input/output (save/load levels) Go Crazy                           : Mix all those games, make a Super Pong game, clone your favorite modern 2D game (mine is Super Meat Boy and Limbo) And that's it, you are a game developer   !! 
    the funny part is that i never went through that list when i started 4 years ago (with flash) and honestly the only thing i regret is the time i wasted on choosing the tool, cause love it or hate it, if that "X" tool has a minimum popularity then be sure that it's more than enough for you, and if you failed with it, then the problem is you, not the tool.
    I hope after reading this you will go flip a coin and just start coding. 
    Good luck
  3. Like
    aladine got a reaction from plicatibu in Any other PC game publisher than Steam or gog.com to sell PC game for indie?   
    have you checked desura.com ?
  4. Like
    aladine got a reaction from plicatibu in Game for sale (easy re-sell money for devs, please read)   
    Based on what you mentioned above, i understand that you are only struggling with different screen resolutions, which is a piece of cake compared to other issues (fps drop and unexpected bugs ), i sell mobile games made with native languages or Unity3D (based on client request) and even when am working with Unity3D which it has it's own "world" unit that will later adapt to each and every screen, i found myself forced to found a solution to create responsive GUI classes because unity3D GUI doesn't use the "world" unit so it cannot be the same for each and every device out there, and when am using Java i have to make that for the whole game, i simply use values (percentages) that depend on the current device screen resolution instead of absolute pixels.
     
    For HTML5 i think this article can be very helpful :
    http://blog.sklambert.com/responsive-html5-canvas-game/ 
     
    You really should sit down and think a little bit before selling your game for at least half the price, it is not a good practice to drop a project just because you faced a "hard" problem, specially after spending many time on it, and believe me, the satisfaction you'll get when you solve it is priceless
     
    good luck   
     
    Edit:
    also don't forget that forums can be very helpful in this specific case, you can simply ask people to test your game on their devices  
  5. Like
    aladine reacted to rich in Game for sale (easy re-sell money for devs, please read)   
    I'll make you an offer: Send me the game and I'll get it scaling properly on those devices so it passes QA. If you then sell it, you can make me a small donation if you wish.
  6. Like
    aladine reacted to Victor in What is considered "HTML 5 Games" ?   
    When I was younger I was really worried about the tools I used to code.
    I assume that I can do a better work, or that the tools aren't enough to make a good code, or that the people could think that I was a noob or inexperienced and I tried to make all by my own. There aren't any alternatives with PalmOs Games.
     
    But the years learning to me that the most important thing that you need to optimize is your own time. I'm not talking about doing bad and messy work. I'm talking about using the faster approach to make the things work because time is the most precious resource. And if something is not good enough, then do it again.
     
    It worked for twitter: http://www.infoq.com/news/2012/11/twitter-ruby-to-java
    They need to began with Ruby to get the work done. And now, when they need it, they redo the work.
     
    Almost nobody cares if your game is done with Unity, GM, Framework or plain code, if the game works ok in the target devices. And if you are worry about it, I'm sure that you can change the final HTML+JS to hide the tool that you used.
  7. Like
    aladine reacted to prtksxna in Poll - how old are html5 devs   
    192848hours
  8. Like
    aladine got a reaction from tackle in Which HTML5 engine/framework and coding language to choose?   
    Be careful buddy, you may fall in the old trap like many of our ancestors did...
    "the awesome game trap  "
    kids games are really hard to do, specially in the design process, making something easier enough to be played by kid but challenging enough to keep the kid hooked to your game is not an easy thing to do.
    In case you didn't heard about Tornado Twins, i highly recommend that you read this article specifically made to help you avoid "the awesome game trap   "
    And i can put a vote for this right now,
    unless you didn't make a dozens of crappy unfinished prototypes and a couple of published but failed games, you will never be able to create your awesome game, and the best way to practice until that point is to make small games or kids games. 
     
    In-topic: 
    Because i cannot work without an OOP structure, my only choice for HTML5 are either Phaser with TypeScript or LibGDX (java) but i recommend Phaser cause to use LibGDX you need to learn Java and all that comes with it, which is a pretty cool thing to do by the way, but just to motivate you a little bit about Phaser,
    Phaser can draw and animate sprites Phaser allow user Input (keyboard,mouse and touchscreen) Phaser can draw Fonts Phaser can handle physics Phaser can play sound Phaser allow files input/output (i think)   And the list will go on, but with this element only you can make ALL sort of 2d games that you can ever imagine, all you need is practice and passion, but more than everything, you need to set a goal, define which game you want to make, and don't quit until you made it (beware of "the awesome game trap   ") 
    Recommended games to made (in order)
    2 players-Pong                  : you'll learn user input, movement and basic collision along with basic structure of any game (menu,score,win and lose) AI-Pong                             : Congratulation, you're just created your first enemy  Tetris                                 : Basic tile and array manipulation (actually it's kinda advanced)  Pacman clone                   : Say Hi to your first Level design experience  Space Invaders                 : BULLETS!! bullets everywhere... Super Mario                      : It's when you and physics are still best friends Level editor for Mario        : Advanced tile manipulation + File input/output (save/load levels) Go Crazy                           : Mix all those games, make a Super Pong game, clone your favorite modern 2D game (mine is Super Meat Boy and Limbo) And that's it, you are a game developer   !! 
    the funny part is that i never went through that list when i started 4 years ago (with flash) and honestly the only thing i regret is the time i wasted on choosing the tool, cause love it or hate it, if that "X" tool has a minimum popularity then be sure that it's more than enough for you, and if you failed with it, then the problem is you, not the tool.
    I hope after reading this you will go flip a coin and just start coding. 
    Good luck
  9. Like
    aladine reacted to Ezelia in Which HTML5 engine/framework and coding language to choose?   
    @Zaidar as an ex-JS-hater, I think that in general, programming language hate come from lack of experiance in that language + a bit of missuse.
     
    to take JS example, many of JS haters told me that they don't like JS because it's OOP implementation was horrible ...etc (that was my advice too), of course if you only use OOP paradigm, it's better for you to use another language made FOR OOP (that was only true before TypeScript ) .
    OOP is what we learn in all computer science schools, and most of developers think that OOP is the better choice for everything and here come the confusion, many developers don't even know that there is many other programming approaches that have their own pros and cons : AOP, ECS ....etc.

    after some years of experiance, I can now tell that JS is one of the most flexible languages that allow you to implement easily most of those paradigms. this is the power (and the weakness) of JS.
    when a language is flexible, developer can make really bad things with it, it's like C pointers, they are powerful if you know how to use them, but can open the door to all problems if missused.

     
  10. Like
    aladine got a reaction from Zaidar in Which HTML5 engine/framework and coding language to choose?   
    Be careful buddy, you may fall in the old trap like many of our ancestors did...
    "the awesome game trap  "
    kids games are really hard to do, specially in the design process, making something easier enough to be played by kid but challenging enough to keep the kid hooked to your game is not an easy thing to do.
    In case you didn't heard about Tornado Twins, i highly recommend that you read this article specifically made to help you avoid "the awesome game trap   "
    And i can put a vote for this right now,
    unless you didn't make a dozens of crappy unfinished prototypes and a couple of published but failed games, you will never be able to create your awesome game, and the best way to practice until that point is to make small games or kids games. 
     
    In-topic: 
    Because i cannot work without an OOP structure, my only choice for HTML5 are either Phaser with TypeScript or LibGDX (java) but i recommend Phaser cause to use LibGDX you need to learn Java and all that comes with it, which is a pretty cool thing to do by the way, but just to motivate you a little bit about Phaser,
    Phaser can draw and animate sprites Phaser allow user Input (keyboard,mouse and touchscreen) Phaser can draw Fonts Phaser can handle physics Phaser can play sound Phaser allow files input/output (i think)   And the list will go on, but with this element only you can make ALL sort of 2d games that you can ever imagine, all you need is practice and passion, but more than everything, you need to set a goal, define which game you want to make, and don't quit until you made it (beware of "the awesome game trap   ") 
    Recommended games to made (in order)
    2 players-Pong                  : you'll learn user input, movement and basic collision along with basic structure of any game (menu,score,win and lose) AI-Pong                             : Congratulation, you're just created your first enemy  Tetris                                 : Basic tile and array manipulation (actually it's kinda advanced)  Pacman clone                   : Say Hi to your first Level design experience  Space Invaders                 : BULLETS!! bullets everywhere... Super Mario                      : It's when you and physics are still best friends Level editor for Mario        : Advanced tile manipulation + File input/output (save/load levels) Go Crazy                           : Mix all those games, make a Super Pong game, clone your favorite modern 2D game (mine is Super Meat Boy and Limbo) And that's it, you are a game developer   !! 
    the funny part is that i never went through that list when i started 4 years ago (with flash) and honestly the only thing i regret is the time i wasted on choosing the tool, cause love it or hate it, if that "X" tool has a minimum popularity then be sure that it's more than enough for you, and if you failed with it, then the problem is you, not the tool.
    I hope after reading this you will go flip a coin and just start coding. 
    Good luck
  11. Like
    aladine got a reaction from SlamminSam in "Gravipop" - Made in 12 hours   
    i LOVE the gameplay, the music is very cool and it perfectly fits the graphic choice, one thing that i didn't like is the game UI, it's completly "wrong", the player should not move under it, am talking about the top text (lifes, level, and timer bar), find a way to make those element "away" from the game, other than that the game is super cool and would love to see it on mobile  
  12. Like
    aladine reacted to Daikrys in From super skinny to normal weight, anyone ?   
    @Developoid: the form is always important regardless what workout you are doing. bad form might not only give you muscle imbalance, it could also prevent you from making progress.
     
    the key is to start light and doing it right! in every workout there are some beginner exercises, this also applys to yoga, crossfit, pilates and so on. its always advisable to start with beginner exercises and doing them nice and slowly. this prevents you from injuries and get you in proper form.
     
    aladine, said that he want to change something. given his story its possible that he killed his sensation of hunger and isnt doing any sport. well this is quite unhealthy and i understand why he want to change that. people today dont move enough throughout the day, especially in our branch.
     
    eating that less, is rarely coming from genes or metabolism. it comes from training your body to eat less and maintain his weight while not getting any calories for long periods. to change that, its not like you are going on a life long diet, its a lifestyle change. also as i mentioned, when you get to your goals its easier. this means that at your goal you dont have to work that hard anymore to maintain your it. meaning that he dont have to eat at 120% his whole life. its always important to know what your goals are, and when you asking yourself why are you doing this, you should always have a meaningful answer to it.
     
     
    i just giving hints of what he could do. since i dont know every detail or have had a look at him yet. it would be wise to contact a doctor for a talk and get some bloodtests done.
     
    basicly he is doing trial and error atm. stuffing hisself the whole day might work but it might also be not optimal. but anyway he's getting an idea of what its like to eat more often a day. but before its gone worst, i should drop him a PM.
     
    a close friend of mine had a similar problem, altough his body is different, he had a mentally problem of not eating right. he trained hisself slowly to eating less and ended up with a killed sensation of hunger. after he told me that the doctor said he will sooner or later kill himself when he's not changing something. since he was clueless of what to do and my expierence i gathered over more then a decade, i taked action and build him up. now he's quite jacked, cause he always wanted to get stronger. he's also enjoying everything i teached him and is back to good health.
     
    well thats one of the extrem cases i had over the years but it seems its worth telling here. everyone here having some problems to get to your goals should always look for help. but since its about you, you somehow have to work for it too.
     
    meh, i always ending up writing romans about fitness or game developing. if you made it to the end in every post, respect!
  13. Like
    aladine reacted to NotionGames in AstroVault HTML5 mobile app   
    Thanks Orange08
     
    Here's an update with some gameplay. 
     

  14. Like
    aladine reacted to Ezelia in Candy Fall ( complete )   
    @ScSupaplex @True Valhalla @tackle : and this is why  gameplays are not copyrightable, and this is a good thing
  15. Like
    aladine reacted to RazorSharpFang in API integration, anyone else hate it ?   
    The APIs that require users to log in are the hardest to implement, sending a http request to /login.php and waiting for the response, checking the response, updating the game, ugh.
     
    That aside, the only APIs I have used is the gamejolt api, for their user logins, leader-boards, high-scores, achievements, etc... 
    and the clay.io api, for advertisements, leaderboards, and stuff. 
     
    Haven't done any games yet that require user payment. I can only imagine the horrors within... : /
     
    That said, I've never sold a html5 game before, so I can do whatever I want with it. ( yay )
  16. Like
    aladine got a reaction from Will in Happy New Year!   
    Well, i "officially" got into game business 2 months ago and am starting to make some good incomes out of it, so am really looking forward to upgrade my development skills in the next year, specially when it comes to HTML5, my real top goal of the next year is to build a good gaming portfolio.
    (am going to screenshot this message cause the "Challenge-Complete " thing make me feel very good  )  
     
    Happy new year everyone   !!
  17. Like
    aladine got a reaction from tumira in Munchie Bob (Construct 2)   
    I like the game, it's fun to play and the graphics are cool too, the only annoying thing is 7sec between each level (since it's useless outside of mobile browsers i guess you can make an exception to not display it right ? ) 
     
    @True ValhallaIs it a little bit rude to call someone's work  a " fairly blatant clone "    ? 
    Please don't get this the wrong way but the guy is just making a game that he want to make, it just happened that his game is inspired by your game and another old school game. and honestly if i were you, i would be happy to see people cloning my game, actually it would make me proud of my work   
  18. Like
    aladine reacted to True Valhalla in Munchie Bob (Construct 2)   
    Right...
  19. Like
    aladine reacted to Rezoner in 2d character creater and animation   
    Here you have one of the best explanations of walk animation - http://manningkrull.com/pixel-art/walking.php
  20. Like
    aladine reacted to Chris in 2d character creater and animation   
    Walk cycles are hard
     
    Some information why your cat looks like its running backwards:
     
    When you walk, the movement of moving your foot from behind you to your front takes less time, than moving your foot back again. Thats because when moving the foot back its placed on the ground and has to move all your body. If you move your foot back to the front again, its lifted into the air. Thus the movement is easier and faster.
     
    The rule in a sprite based animation is: if you want a movement to appear slower, you have to use more frames.
    If you look at your walkcycle, you can clearly see that its painted the other way around as it should be. The back paws are pointing to the right only on one frame. Two frames are reserved for them to point to the left. This means: movement to the right = 1 frame = fast, movement to the left = 2 frames = slow.
     
    Its the same for the front paws, just in the other direction.
     
    If you would turn that around to have the back paws point to the right in two frames and to the left in only one frame (same with the front paws, but inverse), then your cat would look like its running to the right.
     
    I hope that description is somehow understandable - I had a few problems in explaining that in english
     
    greetings,
    Chris
  21. Like
    aladine got a reaction from lfarroco in 2d character creater and animation   
    Basic drawing skills and Technics is a must-have for doing such a task,  so if you think that you don't have these talents (don't worry everyone does, it's just that not everyone work on their art as much as they do on their programming skills {including myself lol})
     
    I suggest that you take a look at this post, it's very helpful and encouraging (that's what you need most):
    2D Game Art For Programmers part1
    here is the blog of the Author with more tutorials 
    http://2dgameartforprogrammers.blogspot.com/
     
    i've chosen these links because i believe that working with Vector graphics software will make your life a lot more easier, so before diving into animation make sure that you are good with just drawing a single sprite, once you've done that, you can start looking for animation tutorials and articles like this one :
    5 tips for making great animations for 2D games
    or this course if you are willing to pay some money
    https://www.udemy.com/character-animation/
     
    Also don't forget to keep your work as simple as possible for now, maybe you can start with Rayman animation style (hands, feet, body and head with no joints, it seemed easier for me) you should also limit your frames as much as you can, i made this little animation for a 24hours game jam, am no-artist at all but i am very satisfied with the result even that the cat look like he is running backward lol
    but the point is to show you that you can always get a decent result with less effort (typical programmer thinking xD) 

     
     
     
    So in the end, what you really do here is exactly the same thing you need to have in order to achieve any other task, 
    practice,motivation and A LOT of patience  
    Another advice that my artists friends always say to me is to try to draw at least once per day, just draw anything, it doesn't have to be a masterpiece, even a simple geometry shapes will help to improve your relationship with your pencil, and also another thing that you need to be aware of,
    i think we all fall into that trap when we started to learn game development   ...
    DO NOT compare your art with professional game studios, you don't have their skills (for now  ) neither their resources nor their time, that's a very important thing to know in order to avoid getting disappointed later that can lead to motivation loss which will probably kill all your dreams....  
     
    So that's it   
    i hope i was a little bit helpful, good luck. 
  22. Like
    aladine reacted to rich in [WIP] Super Crate Box clone (phaser)   
    I changed your title for you
  23. Like
    aladine reacted to NotionGames in Team Notion (WIP)   
    Thank you aladine
     
    Here's an update to the forest level
     

  24. Like
    aladine reacted to rich in body.touching always return false   
    touching isn't set in overlap checks, only collide (as part of the separation process).
  25. Like
    aladine reacted to Chris in I have a problem with webstorm and the internal web server   
    Maybe you should give Warp a try