GSquadron

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  1. Like
    GSquadron got a reaction from seeker in The 4 secret keys I learned programming.   
    Hi,
    I wanted to share to other fellow programmers or other people who are just starting out some information I think it is very important to know.
    When I started I did not know about this, so it might come to good use to people in the future.
    Enjoy!
     
     
  2. Like
    GSquadron got a reaction from Umz in Zombiez   
    Modified splash screen.

  3. Like
    GSquadron got a reaction from Umz in Zombiez   
    Thank you for your comment!
    Yeah, we identified that as the core problem and we will soon add an objective to the game!
  4. Like
    GSquadron got a reaction from Umz in Zombiez   
    Closed beta is ready.
    https://www.anothergames.com/games/html5/Zombiez/index/
  5. Like
    GSquadron got a reaction from shohan4556 in The objective   
    Hi all,
    I worked on creating a top-down shooter game.
    Let me know if you like it.
    Here is link to play the whole game: https://www.anothergames.com/games/html5/TheObjective/index/

  6. Like
    GSquadron reacted to Nagval333 in [Done] Find the pairs!   
    I have opened all 12 levels and complete the game
  7. Like
    GSquadron got a reaction from c75 in The 4 secret keys I learned programming.   
    Hi,
    I wanted to share to other fellow programmers or other people who are just starting out some information I think it is very important to know.
    When I started I did not know about this, so it might come to good use to people in the future.
    Enjoy!
     
     
  8. Like
    GSquadron reacted to staff0rd in [Done] Arson - The video game   
    This game looks as though it definitely has some potential, but it doesn't feel like a finished game yet.
    Here's some thoughts;
    The title screen buttons do not respond to mouse click, only touch.  The level select buttons do however respond to mouse click. The player starts each level standing strangely at about -45 degrees In game, mouse clicking will fire the bullet in the direction of the mouse, but the player does not rotate Upon completing the last level, nothing happens.  It just goes back to the level select screen. Perhaps the player should remain with their legs straight on the ground, and only their arms/hand/weapon should rotate towards the position of fire It was not immediately clear that I could upgrade my weapon.  Showing some kind of indicator in-game, of the current weapon's level could help communicate this. The reload/cooldown mechanic doesn't have any real meaning.  There is no strategy gained from timing reloads, it just slows down the game. There doesn't seem to be any skill involved.  There are only two directions (but largely the ground direction is most used) that enemies approach the player.  The most efficient way to play is just to continually tap one of these directions until everything dies.  Then buy whatever you can afford at the shop.  Rinse and repeat.  There would perhaps be more variety (and skill required) if approaches were being made from multiple directions, or if there were multiple weapons with varying ammo count and cooldowns. Once started, there is no way to exit the level.  If you know you're going to die because you need an upgrade and can only afford that upgrade mid-level, you still have to wait for the entire level to finish before going to the shop. The graphics and scene changes are cool, I really like the character art.
  9. Like
    GSquadron reacted to estherfunword in Artist for hire Anime/visual novel/Chracters/CG   
    Hello every one , I'm Esther and I do commissions.
    Please send me E-mail if you're interested in estherfanworld@gmail.com


    Commission info( Status )


    http://fav.me/d8ocbsr








    Commission info( Status )


    http://fav.me/d8ocbsr

  10. Like
  11. Like
    GSquadron reacted to trampiton in 2D artist for hire (15usd/hr)   
    Hi!  My name is Alexey    I am an illustrator from St. Petersburg, Russia and I do 2D art for mobile games and apps   I specialise in illustration and character design but also do backgrounds, UI, simple frame-by-frame animation, icons, promo materials and everything in between. Mostly I work with raster based graphics though vector is also possible   to hire me or ask any question write at : trampiton@gmail.com skype: trampiton   Thanks for watching and have a nice day!




  12. Like
    GSquadron reacted to trampiton in 2D artist for hire (15usd/hr)   
    Hi everyonere! I'm available again
    Here is a new piece.
    This one is for sale, so drop me a line if you are interested
     
     
     
     
     
     

  13. Like
    GSquadron reacted to trampiton in 2D artist for hire (15usd/hr)   
    up
     

  14. Like
    GSquadron reacted to staff0rd in [Done] Arson - The video game   
    A decent, very high level overview.  The excitement prevalent in your words describing the engine is admirable.  Code on bro.
  15. Like
    GSquadron reacted to Prozi in Chi Land - Infinite World RPG-like shooter   
    I major updated (rewritten) http://chiland.pl
    The major change was that in stead of creating/destroying sprites on demand,
    whole map is in cache on scene, just most sprites are hidden
    = game is 2-3x faster
  16. Like
    GSquadron reacted to rich in Testing new forum code editor   
    Ok so this should look a lot better now (installed the CodeSnippet plugin into CKEditor, which the forum uses)
    import Effect from 'sound/sfxr/effects/Effect.js'; import GetShape, * as SHAPE from 'sound/sfxr/Shapes.js'; export default function Random (rnd, frnd) { let fx = Effect(); fx.waveType = GetShape(frnd); fx.tone.frequency = Math.pow(frnd(2) - 1, 2); if (rnd(1)) { fx.tone.frequency = Math.pow(frnd(2) - 1, 3) + 0.5; } fx.tone.limit = 0.0; fx.tone.ramp = Math.pow(frnd(2) - 1, 5); if (fx.tone.frequency > 0.7 && fx.tone.ramp > 0.2) { fx.tone.ramp = -fx.tone.ramp; } if (fx.tone.frequency < 0.2 && fx.tone.ramp < -0.05) { fx.tone.ramp = -fx.tone.ramp; } fx.tone.deltaRamp = Math.pow(frnd(2) - 1, 3); fx.duty.value = frnd(2) - 1; fx.duty.ramp = Math.pow(frnd(2) - 1, 3); fx.vibrato.strength = Math.pow(frnd(2) - 1, 3); fx.vibrato.speed = frnd(2) - 1; fx.envelope.attack = Math.pow(frnd(2) - 1, 3); fx.envelope.sustain = Math.pow(frnd(2) - 1, 2); fx.envelope.decay = frnd(2) - 1; fx.envelope.punch = Math.pow(frnd(0.8), 2); if (fx.envelope.attack + fx.envelope.sustain + fx.envelope.decay < 0.2) { fx.envelope.sustain += 0.2 + frnd(0.3); fx.envelope.decay += 0.2 + frnd(0.3); } fx.lpf.resonance = frnd(2) - 1; fx.lpf.frequency = 1 - Math.pow(frnd(1), 3); fx.lpf.ramp = Math.pow(frnd(2) - 1, 3); if (fx.lpf.freq < 0.1 && fx.lpf.ramp < -0.05) { fx.lpf.ramp = -fx.lpf.ramp; } fx.hpf.frequency = Math.pow(frnd(1), 5); fx.hpf.ramp = Math.pow(frnd(2) - 1, 5); fx.phaser.offset = Math.pow(frnd(2) - 1, 3); fx.phaser.ramp = Math.pow(frnd(2) - 1, 3); fx.repeat.speed = frnd(2) - 1; fx.tonal.speed = frnd(2) - 1; fx.tonal.mod = frnd(2) - 1; return fx; } Ahh, sweet!
    Sadly it doesn't support line numbers, but at least it looks a butt-load better.
  17. Like
    GSquadron reacted to umen in I wrote 8 part tutorial on how to develop simple real time multiplayer card game using WebSockets,Netty,Cocos2d-x-html5.   
    Hello all
    If you remember by previous posts here i showed how to develop simple cross platform game .
    Now i like to show you how to develop super simple real time multiplayer card game , which is also cross platform 
    Using only free open source tools . which every one can efford.
    For the server stack im using Java Netty , it is light,fast,Asynchronous network server.
    the java code im using is NOT doing the 9 layers of abstractions it is simple almost procedural programming.
    For the networking protocol im using web sockets 
    For the client side game im using Cocos2d-x the HTML5 version , and the Javascript API for desktop and iOS.

    Server Side:
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 1
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 2
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 3
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 4
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 5

    Client side
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 6
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 7
    Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 8
     
    The source code:
    https://github.com/meiry/multiplayer_cocos2dx-js_using_netty_websockets
     
    Please note that this is the first draft, i will happy to get Feedback so i could iterate and improve.
    Thanks

     
  18. Like
    GSquadron reacted to Eric Matyas in Sharing My Music and Sound FX - Over 1900 Tracks   
    Hi everyone,

    I've got a site up with over 1900 tracks original music and sound fx that you are welcome to freely to use for commercial projects as well as non-commercial ones.

    http://soundimage.org/

    All I ask is to be credited as indicated on my homepage.

    I hope the site is useful. And and all feedback is welcome and much appreciated.

    Thanks,

    Eric
  19. Like
    GSquadron reacted to Bilge Kaan in 4 Ways to Make Money With HTML5 Games   
    Hey,
     
    I've written a post about my experience of make money with HTML5 games. 
     
    You can read it here: http://td2tl.com/progress/4-ways-to-make-money-with-html5-games/
     
    Hope it helps!
  20. Like
    GSquadron reacted to rich in Forum Upgraded   
    It's set in your Profile, but I've just changed it for you anyway.
  21. Like
    GSquadron reacted to nuvorm in html5 explosion generator   
    Hello All,
     
    A few years ago i created an explosion generator in flash that was well received by the community of indie developers. Since the days of flash are over i wanted to make a better version using html5. At first i was using just software rendering and canvas, which was kinda.. eh.. slow.
    I switched to the pixi lib using web-gl and the particle batch renderer improving performance about 1000%.
     
    It has a few options to play around with. You might want to check it out at:
     
    http://www.explosiongenerator.com
     
    It has the option to save the images as transparent png's in a zip for use in texturepacker.
     
    Cheers,
     
    Wouter

  22. Like
    GSquadron reacted to mattstyles in How to get motivation for coding?   
    You've got to be excited by the project, if you have that then you'll find things to work on.
    I find it easiest to be highly modular, keep separate code separate, decouple as much as possible. This way you can pick up the project and work on it for 30/60 minutes and get some stuff done.
    The problem with freetime projects is that its often done late at night, you're tired and might have been coding all day, you might also be distracted by other stuff going on. Its fine to be tired and code trivial stuff, anything that needs smarts and you're going to struggle. Problem is, very few parts of a project are trivial, particularly when you have a number of systems going on. The way to try and keep them simple is to decouple and modularise, that way you can focus only on a small portion of the overall codebase at a time. This is the best way whether you are tired or not.
    It might simply be that your code quickly becomes a bit of a tangle and those sorts of codebases (i.e. much legacy stuff that has been hacked at by numerous unrelated devs or varying skill) are a nightmare to work on. Anything you can do to stop this will be beneficial (however, it requires a good level of skill and discipline).
    Keep things lean and keep them clean. This is not easy but its only the only way to get a project done if you're doing it an hour or so at a time over a long span of time.
  23. Like
    GSquadron reacted to mattstyles in Wanting to hear some feedback on game art   
    Isometric or top-down, it doesnt matter, the example @lekzd posted shows that the background should be very much secondary to the foreground.
     
    The problem you have is that you're not establishing a figure/ground relationship, which leads to dissonance and confusion for the player.
     
    The background should contain (probably) very little detail, very little to draw the eye, it simply creates a backdrop to make the foreground elements shine. Too busy and you've drawn the eye.
     
    Light and shade is key to creating depth, given your strict top-down perspective its likely that this will be reflected wholly in your colour palette choices, which usually means going to colder or darker shades for your background. There is much theory available on this, and on establishing figure/ground, so you can get as complicated as you like. If your players barely notice the background then you're winning.
     
    There are also a couple of anti-aliasing inaccuracies on your home screen and I think there are a few errant pixels on your top-down in-game ninja—the fingers and some parts of the face really stand out, the skin colour in particular stands out against the black and red.
     
    Also, it kind of looks like you're going for a tiled pixel art kind of feel in-game but you're using stock gradients all over the place which is really jarring. Maybe consider using flatter colours with a limited palette (16 colour for example), limited colour ramps (i.e. light to dark in just 4 colours), or maybe even dithering.
  24. Like
    GSquadron reacted to -AAG- in When a client asks to put your games on the google store   
    But should the price be significantly higher than a normal HTML5 license? They will get the HTML5 game plus the rights to turn it into an android app.
  25. Like
    GSquadron reacted to franck in Keep Out! A WebGL dungeon adventure   
    Hi everyone,
     
    Today we're releasing our latest WebGL game, built with Three.js. From the ground up, it was designed to be playable both on desktop and mobile browsers.
     
    It's a tribute to the classic dungeon-crawler genre, taking inspiration from many different games. If you have some time, please give it a go at: http://www.playkeepout.com
     
    Note: you may have played our previous game: BrowserQuest, which was a multiplayer RPG created for Mozilla. This new game is a bit of a spiritual successor, as it keeps a similar theme but with richer gameplay and it's a 3D game this time.
     
    Let me know if you have any comments or questions!
     
    Cheers