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-AAG- last won the day on January 13 2019

-AAG- had the most liked content!


About -AAG-

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  • Birthday 04/12/1981

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  1. Thanks for the lengthy and in depth reply. I understand this perfectly. I have been selling licenses to sponsors for quiet a while. But some sponsors just wont buy games made on either Construct or GameMaker. My argument is the same as above. Some sponsors just wont buy games made on either Construct or GameMaker (or similar game making tools), and I get it, they can be a pain to work with when it comes down to API integrations and such. Phaser on the other hand, even thou is a framework, it is still a more conventional way of making games. Business wise something like Phaser is better, but if you are just a hobbyist then it boils down to preference. I do this for a living. Phaser gives you a lot more control over what you are doing? it has nothing to do with code, that's for sure. I just found out something about Construct 3 that is putting me off a little, it is a service and not a product, you would have to pay monthly or yearly to continue to use it. It is a very small price but still.
  2. Hello. I was wondering about Construct 3 and how good is it for making HTML5 games that can be sold to sponsors. I have been using Game Maker for over 12 years now and I absolutely love it and can get games done with it in no time but I really, really don't like Game Maker Studio 2 at all, I just don't. whats up with the interface and those freaking nodes? It hurts my eyes just to look at it. But GMS 1 is not supported anymore and I find myself running into frequent issues with browsers and stuff just not working out of the blue. Looking at Construct 3 I absolutely love the fact that it works on the browser. It even says I could run it on one of those cheap Chromebooks! Maybe you are thinking that since I'm willing to learn something new why not learn something better like Phaser. Well, I guess I could learn that if I really put the effort into it, but it just seems so overly complicated, everything would be all over the place instead of self contained on the one app. I tried similar stuff in the past, like Flash Punk, and it just isn't for me. Or is it? Anyways, I am looking to update myself and GameMaker: Studio 2 just wont do. Any advice will be appreciated. Thanks!
  3. This is exactly what I'm doing with my current game and it is so much better than everything I have done before. Good advice!
  4. Yes, I understand that is the best thing to do. Thanks.
  5. Hello. I want to go hi-res with my games and was wondering what is a good overall resolution. I understand fixed resolutions and scaling up and down isn't great, especially for games that will play on mobile, but that is all I know. I am thinking of something 16:9.
  6. Finally finished the thing and even had to change the name as requested by a client. You can play the "final" version here: http://aag.freevar.com/connect/index.html
  7. I want to thank everyone for taking the time to leave a reply. I am taking it all in and think that I might have found a solution that solves this and my level design hate and I may even really like the game(s) that will result from that for a change. I do agree that web games in general are not great and I personally don't play a lot of them. In fact, I feel the same way about native mobile apps and have none installed in any of my devices. I do enjoy how accessible web games are and have found myself surprised by a few of them both when flash was a big deal and now with HTML5. It is this ease of use that I enjoy the most about web games. When It comes to my own games I have to go with what my clients are looking for. There was a time that my main client wanted arcade games and I made quite a few, not great at all but they got sold and spared me the level design dilemma. Then interest shifted to puzzle games so puzzle games it is and they have been selling. I have been doing this for a while and every single game on my catalog has sold multiple licenses (minus the obvious exclusives). I understand that doesn't make them good, that just means my clients liked them and thought them a good addition for their website. I'm sure they know their visitors and I have come to accept that it isn't my concern whether their players like the games or not, but the fact that they continue to buy from me tells me that my work is liked by a certain audience. At the very least I try to make my own thing instead of trying to follow trends or clone this and that because is popular unless the client specifically asks for it. I have avoided plugin to my catalog till now but if anyone wants to take a look you can go over here. Thanks again!
  8. Because they paid first to have the games on their website and now they are suddenly everywhere else for free.
  9. Non-exclusives How so? I figured as much. I actually tried this way back then and wasn't very good but it was also only 6 games. Was thinking now with so many games it might have been worth a try. Still a thought and not moving in any direction.
  10. Been working on this game: PLAY I really thought I was on to something with this one but maybe I was just exited that I could actually code the thing, especially the backwards movement. I know is no big deal but I am not a real programmer so yeah. I just plan to add 1 more mechanic, a two way tile, and then is just completing 20 levels (which I hate so much) but I have been stumped for weeks at this point. One of my clients really liked the concept and I do want to finish it even if just for the one client.
  11. Over the past few years I have put together over 30 HTML5 games and have survived selling licenses. But there comes a time, after initial sales, that the games just sit there on my catalog waiting for an odd sale that might never happen. I have very loyal clients that I appreciate very much, in fact, I pitch the early games to them and if they like it then it gets done. So the games are sold even before they are completed. After that I may or may not sell another license. I am seriously considering revisiting my catalog, putting ads on all of the games, and then put them on as many platforms as possible. The thing is I feel it would be like backstabbing my clients who paid for a license and then if the games fail to generate any ad revenue I could lose my clients for nothing. Thoughts?
  12. Oh no. That part is easy. I am on GameMaker: Studio so its all visual. Just pick, place, and drag around. What I am talking about is the actual design of the levels as in making levels that are puzzling and actually fun to play rather than being obvious or obtuse or involving too much trail and error or being a shore to solve.
  13. Had to look up the word heuristic so this can't be something I can do 😀. But I can see how this could be a lot of fun to someone who actually knows what they are doing. I guess that is how those guys that make the Flow games have so many levels plus daily challenges. I do appreciate all the feedback. Thanks!
  14. Level design as in I made a puzzle game, got the mechanics done, but now is just so tedious to make levels out of them ( level 1, 2, 3, 4, 5, etc...)