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claydev

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  1. Like
    claydev got a reaction from mkardas91 in What's your current game project technical requirement in 2018?   
    2018 has come, WebGL (1.0) adaptation is now widely available than ever (93.1% according to caniuse.com). More, high-performing mobile devices at low cost starts showing up. Internet is getting faster, whether it is dedicated broadband or mobile data. Mobile browsers are (arguably) getting better than ever.
    What's your minimum game project technical requirement for your players in 2018 and why?
    For me, I am aiming:
    8 - 15 MB file size
    720p - 1080p resolution quality
    40 - 60 FPS
    Supports both Portrait and Landscape
    Works with any aspect ratio (no borders on fullscreen + responsive UI)
    WebGL only
    Works on these desktop and mobile browsers: Latest Chrome, Firefox, IE 11/Edge, and Safari
    Works on mobile devices at least: Samsung Galaxy S4 (Chrome)+, iPhone 5+, iPad mini 2/iPad Air, and more. Basically in terms of AnTuTu benchmark I think they are around the score of 30.000 or devices that are released around 2013 or near 2013.
    Cheers! 
  2. Thanks
    claydev got a reaction from Html5 GS in how does html5 publishers emailing work ?   
    Okay. In my experience, while I'm not really sure how small is "small" in your context, usually the big ones respond slower than the small ones, or sometimes just the same (even though the big ones barely respond within a week).
    I'd say you can expect an answer between a day to three or four weeks, then you can move on. This can vary from other dev's experience.
  3. Haha
    claydev reacted to MrPancakes in Unity talk - ECS for small things   
    I on the other hand love Architectures, sometimes i can get stuck for hours just trying out different things just to try and get the fastest and smallest builds. But that does sometimes not go hand in hand with gettin a end result as after a certain point the gains are so small no one will ever notice 😂 so I get you!
    will have a look at your links later 👍🏻
  4. Like
    claydev got a reaction from MrPancakes in Unity talk - ECS for small things   
    I pretty much care less about the ECS as architecture (or any other architecture they would use), but whatever thing they do to reduce file size massively, load faster, and increase performance and scalability, I'll do it. If they use ECS just because it's "cool" in terms of engineering and become a mere, opinionated paradigm shift (which is super common in webdev field with all those silly MVC derivations), I wouldn't really take it.
    I also think this presentation of "small things" is just a fraction of the feature. According to this article, the aim is primarily also for big games. https://www.mcvuk.com/development/exclusive-unity-takes-a-principled-step-into-triple-a-performance-at-gdc
    And this video explains their approach in general. https://www.youtube.com/watch?v=kwnb9Clh2Is
    Big engines like these barely able to reduce their file size to a few MBs, not to mention KBs, even though it strips most of its parts.
    But apple to apple example, Unreal Engine 4 barely even able to touch below 30 MB for its simple example game Tappy Chicken (a Flappy Bird clone), making it definitely not possible for super small games.
    Even a smaller one with editor like Cocos Creator's core HTML5 game engine is 1.5 MB by default, and still around 900 KB~ with their physics and skeleton exporter modules stripped.
    So far it's really amazing for me if they can scale down Unity to the point that I don't even need to make things from scratch for a super small games, as Unity is (potentially!) not really "overkill" anymore to do it.
    For it being stable for usage at production level? Well they just announced it officially, so let's see how this goes in a few years.
  5. Thanks
    claydev got a reaction from Html5 GS in how does html5 publishers emailing work ?   
    I think someone has already addressed the same issue. Maybe this could follow-up your question: 
     
  6. Thanks
    claydev got a reaction from mazoku in Ideas for funding of small game dev studio   
    My only other solution is you got to make some games now from whatever resources you have right now (which determines your scope) and start selling. This makes sure you have money to run your gamedev business without looking for investors, loans, or a job and keep on living. I mean, really right now.
    You just got to do something, really quick, else you are stuck in chicken and egg situation. "I want to make a game but I don't have funding, I need funding but I don't have any game/anything to sell yet."
    Let me tell you the truth about game business, or in fact, any business. Most often you may fail. Your plan may fail, your first or second game may fail, until you reach one success, that leads you enough money to reach another success. However, long before you reach one, you are already short in money, whether you got funding or not. So you need contingency plan to keep on surviving, even if it means you got to go back to your day job.
    For example if plan A fails what should I do? If I need funding, can this funding fill me to my first and second failure so I can have the third? etc.
  7. Like
    claydev got a reaction from Umz in Dreckon - Shoot 'em up game   
    Thanks for the good words guys!
    I did plan to put some ambient environments on the sea, such as clouds, and drowned, abandoned buildings on level 2 and 3 to escalate the situation, but I forgot about it! Thanks for reminding me . My reason to push these back because I have performance issue back when using large images using accelerated Canvas. I forgot I already dropped that for WebGL . And yes Rockets and shields haha! I do want the big-freaking, mob-wiping laser too!  
    Adding these gameplay-related things (rockets, lasers, bombs, shields, alternate weapons, etc.) are technically easy, but in terms of game design it can take a while that it might be better if I make a 2nd series if there's interest. This is because such changes require full re-design for almost all levels and waves including enemy hit points (HP), depending on when the Player gets the power ups or shield to keep balancing the difficulty. Meanwhile, the current resource (... me ) are onto the next game. Hopefully after that one is finished.
    I love all these feedback and suggestions, it encourages me a lot. Will definitely notify if there's anything new! 
  8. Like
    claydev reacted to Umz in Dreckon - Shoot 'em up game   
    The game is great, classic shoot-em up style and a perfect difficulty curve. Really well made, really enjoyed this. And the performance is brilliant!!!
    Probably just this as a suggestion, maybe rockets rather than lasers though. 
    And perhaps do a little more with the background just for visual effect, clouds, mist or ships, etc. Just to liven it up.
  9. Like
    claydev got a reaction from Umz in Dreckon - Shoot 'em up game   
    Introducing my new game! It's a shoot 'em up bullet-hell game designed to run on both mobile and desktop browsers.

    Link
    http://www.y8.com/games/dreckon

    Art Cover/Screenshot


    How to Play
    Touch (or click) the screen to move the ship and it will also shoot automatically as you hold it. Release to stop from moving and shooting.

    Game Description
    Defeat all last retreating alien air units on the sea and lead earth to victory!

    Features
    The game contains of 3 levels; introductory, normal, and difficult level. Each level can be finished around 3 - 6 minutes.
    The Player is given a maximum of 3 lives to survive, with a single weapon upgrade to get through the whole levels.
    It has a score system, where each defeated enemy can increase the score.
    The game has a hidden score multiplier. The multiplier keeps growing based on the number of bullet hit towards the enemy, and reset when the Player got defeated. In short, if you want a higher score, don't die and kill more!

    Technical
    The game is made using Cocos Creator at 60 fps by default, WebGL only, and designed to run on both mobile and desktop browsers, except UC browser.
    It is designed to trap you into a position that you need to discover yourself so you won't die! The game doesn't just blindly throw bullets and enemies all over the place.
    The game was developed around 1.5 working months, part-time. All the illustrations, sound effects, and soundtracks are all made by me except the fonts.


    That's all thank you! Let me know what you think, and looking forward for your feedback.
     
    Update 25/2/2018:
    - Adjusted the sound volume
    - Game over now shows Player last score
    - Gameplay: Increased invincibility time to 2.5s upon revival
    - Gameplay: Player aircraft position is now 16px higher from touch position than previous
    - Bug: The game may not show the return menu on final level clear.
    Update 19/1/2019
    - New "ownership" to chewgako, haha! Apparently I do remember this account. The email has been deleted though, so I'll stick with my new account.
    - Upgraded the Cocos engine version from 1.? (already forgot) to 2.1
    - Fixed some background issues due to incompatibility (by removing them).
    - Fixed boundary screen issue where the ship can go beyond expected boundary on landscape, though the game is designed
      for only portrait.
    - The game can work on both landscape and portrait, but the screen is default to portrait.
    - Change main menu button font colors to be more visible.
    - Edited main menu's decoration cause it looks so freaking pale.
    - Fixed the main menu cloud animation loop.
    - Fixed bug where one type of enemy ship aren't removed from the game after its wave is ended.
    - Fixed boot script error due to Cocos version being incompatible with the old boot file from custom build-templates.
    Update 23/1/2019
    - Shorten the level clear music
    - Removed fadeout on game over
    - Fixed bug where game over isn't going back to main menu on second time
    - Added in-game ads
    - Link is now (finally) available
  10. Like
    claydev reacted to Quinten in Unmatch   
    Hi there,
    I have been tinkering with phaser 3 this last month and made a puzzle game i want to share with you all.
    Check it out at https://supernapie.com/games/unmatch
    It's a match 3 game based on the Wisconsin card sorting test. Properties (color, shape and count) must either completely match or be completely different. For example three red tiles with different shapes but 2 shapes on each tile. Or three different colors, 1 tile with one triangle, 1 tile with 2 triangles and 1 tile with 3 triangles.
    It may seem difficult, but the tutorial levels will make it clear. After the 3 tutorial levels you unlock a level editor and you can beat your own score.
    Feedback == welcome

     
     
  11. Like
    claydev got a reaction from mazoku in Bubble   
    Nice and fluid! Needs a music though. 
  12. Like
    claydev reacted to GoldFire in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top.
    The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance.
    You can play now at https://exocraft.io, and any feedback is greatly appreciated!






     
  13. Like
    claydev reacted to vetx in Isometric 2 Players Shooter Game Construct 2   
    Hi everyone,
    I've just signed up to this forum and I want to show you my new game made in Consturct 2.
    This game is not 100% finished ( maybe 95%) so there's a few bugs.Also ignore the "audiojungle" sounds.I haven't bought the sounds yet.
    Any comments and questions are welcome.
     
    Play the preview here : http://www.actionoyun.0fees.us


  14. Like
    claydev got a reaction from Adel in Dreckon - Shoot 'em up game   
    Introducing my new game! It's a shoot 'em up bullet-hell game designed to run on both mobile and desktop browsers.

    Link
    http://www.y8.com/games/dreckon

    Art Cover/Screenshot


    How to Play
    Touch (or click) the screen to move the ship and it will also shoot automatically as you hold it. Release to stop from moving and shooting.

    Game Description
    Defeat all last retreating alien air units on the sea and lead earth to victory!

    Features
    The game contains of 3 levels; introductory, normal, and difficult level. Each level can be finished around 3 - 6 minutes.
    The Player is given a maximum of 3 lives to survive, with a single weapon upgrade to get through the whole levels.
    It has a score system, where each defeated enemy can increase the score.
    The game has a hidden score multiplier. The multiplier keeps growing based on the number of bullet hit towards the enemy, and reset when the Player got defeated. In short, if you want a higher score, don't die and kill more!

    Technical
    The game is made using Cocos Creator at 60 fps by default, WebGL only, and designed to run on both mobile and desktop browsers, except UC browser.
    It is designed to trap you into a position that you need to discover yourself so you won't die! The game doesn't just blindly throw bullets and enemies all over the place.
    The game was developed around 1.5 working months, part-time. All the illustrations, sound effects, and soundtracks are all made by me except the fonts.


    That's all thank you! Let me know what you think, and looking forward for your feedback.
     
    Update 25/2/2018:
    - Adjusted the sound volume
    - Game over now shows Player last score
    - Gameplay: Increased invincibility time to 2.5s upon revival
    - Gameplay: Player aircraft position is now 16px higher from touch position than previous
    - Bug: The game may not show the return menu on final level clear.
    Update 19/1/2019
    - New "ownership" to chewgako, haha! Apparently I do remember this account. The email has been deleted though, so I'll stick with my new account.
    - Upgraded the Cocos engine version from 1.? (already forgot) to 2.1
    - Fixed some background issues due to incompatibility (by removing them).
    - Fixed boundary screen issue where the ship can go beyond expected boundary on landscape, though the game is designed
      for only portrait.
    - The game can work on both landscape and portrait, but the screen is default to portrait.
    - Change main menu button font colors to be more visible.
    - Edited main menu's decoration cause it looks so freaking pale.
    - Fixed the main menu cloud animation loop.
    - Fixed bug where one type of enemy ship aren't removed from the game after its wave is ended.
    - Fixed boot script error due to Cocos version being incompatible with the old boot file from custom build-templates.
    Update 23/1/2019
    - Shorten the level clear music
    - Removed fadeout on game over
    - Fixed bug where game over isn't going back to main menu on second time
    - Added in-game ads
    - Link is now (finally) available
  15. Like
    claydev reacted to MrPancakes in Dreckon - Shoot 'em up game   
    Nice litle game 👍🏻 Enjoyed it
  16. Like
    claydev got a reaction from labrat.mobi in Dreckon - Shoot 'em up game   
    Introducing my new game! It's a shoot 'em up bullet-hell game designed to run on both mobile and desktop browsers.

    Link
    http://www.y8.com/games/dreckon

    Art Cover/Screenshot


    How to Play
    Touch (or click) the screen to move the ship and it will also shoot automatically as you hold it. Release to stop from moving and shooting.

    Game Description
    Defeat all last retreating alien air units on the sea and lead earth to victory!

    Features
    The game contains of 3 levels; introductory, normal, and difficult level. Each level can be finished around 3 - 6 minutes.
    The Player is given a maximum of 3 lives to survive, with a single weapon upgrade to get through the whole levels.
    It has a score system, where each defeated enemy can increase the score.
    The game has a hidden score multiplier. The multiplier keeps growing based on the number of bullet hit towards the enemy, and reset when the Player got defeated. In short, if you want a higher score, don't die and kill more!

    Technical
    The game is made using Cocos Creator at 60 fps by default, WebGL only, and designed to run on both mobile and desktop browsers, except UC browser.
    It is designed to trap you into a position that you need to discover yourself so you won't die! The game doesn't just blindly throw bullets and enemies all over the place.
    The game was developed around 1.5 working months, part-time. All the illustrations, sound effects, and soundtracks are all made by me except the fonts.


    That's all thank you! Let me know what you think, and looking forward for your feedback.
     
    Update 25/2/2018:
    - Adjusted the sound volume
    - Game over now shows Player last score
    - Gameplay: Increased invincibility time to 2.5s upon revival
    - Gameplay: Player aircraft position is now 16px higher from touch position than previous
    - Bug: The game may not show the return menu on final level clear.
    Update 19/1/2019
    - New "ownership" to chewgako, haha! Apparently I do remember this account. The email has been deleted though, so I'll stick with my new account.
    - Upgraded the Cocos engine version from 1.? (already forgot) to 2.1
    - Fixed some background issues due to incompatibility (by removing them).
    - Fixed boundary screen issue where the ship can go beyond expected boundary on landscape, though the game is designed
      for only portrait.
    - The game can work on both landscape and portrait, but the screen is default to portrait.
    - Change main menu button font colors to be more visible.
    - Edited main menu's decoration cause it looks so freaking pale.
    - Fixed the main menu cloud animation loop.
    - Fixed bug where one type of enemy ship aren't removed from the game after its wave is ended.
    - Fixed boot script error due to Cocos version being incompatible with the old boot file from custom build-templates.
    Update 23/1/2019
    - Shorten the level clear music
    - Removed fadeout on game over
    - Fixed bug where game over isn't going back to main menu on second time
    - Added in-game ads
    - Link is now (finally) available
  17. Like
    claydev reacted to Asisvenia in Dreckon - Shoot 'em up game   
    Enjoyable game I liked it! Great job.
  18. Like
    claydev reacted to onlycape in Dreckon - Shoot 'em up game   
    Hi @toraleca,
    The game has given me very good feelings:  the controls are fast and precise, which is essential in a shooter, the difficulty is progressive and allows us to take control of the first level and the music is perfect for this type of game.
    There are only some details that I think can be improved:
    - I miss more weapons and aids: Lasers, bombs, shields, ...
    - The sound effects are almost not heard by the music volume.
    - The "game over" screen dont let me see my end score.
     
    Well done !!
    Regards.
     
     
     
  19. Like
    claydev reacted to mazoku in Dreckon - Shoot 'em up game   
    Great! The performance is awesome! 
  20. Like
    claydev reacted to mazoku in Dreckon - Shoot 'em up game   
    Both laptop and one old Android 4.4. Performance on both is great. So much I am moving to Cocos. I was using Phaser until now.
  21. Like
    claydev got a reaction from zelcard in Dreckon - Shoot 'em up game   
    Introducing my new game! It's a shoot 'em up bullet-hell game designed to run on both mobile and desktop browsers.

    Link
    http://www.y8.com/games/dreckon

    Art Cover/Screenshot


    How to Play
    Touch (or click) the screen to move the ship and it will also shoot automatically as you hold it. Release to stop from moving and shooting.

    Game Description
    Defeat all last retreating alien air units on the sea and lead earth to victory!

    Features
    The game contains of 3 levels; introductory, normal, and difficult level. Each level can be finished around 3 - 6 minutes.
    The Player is given a maximum of 3 lives to survive, with a single weapon upgrade to get through the whole levels.
    It has a score system, where each defeated enemy can increase the score.
    The game has a hidden score multiplier. The multiplier keeps growing based on the number of bullet hit towards the enemy, and reset when the Player got defeated. In short, if you want a higher score, don't die and kill more!

    Technical
    The game is made using Cocos Creator at 60 fps by default, WebGL only, and designed to run on both mobile and desktop browsers, except UC browser.
    It is designed to trap you into a position that you need to discover yourself so you won't die! The game doesn't just blindly throw bullets and enemies all over the place.
    The game was developed around 1.5 working months, part-time. All the illustrations, sound effects, and soundtracks are all made by me except the fonts.


    That's all thank you! Let me know what you think, and looking forward for your feedback.
     
    Update 25/2/2018:
    - Adjusted the sound volume
    - Game over now shows Player last score
    - Gameplay: Increased invincibility time to 2.5s upon revival
    - Gameplay: Player aircraft position is now 16px higher from touch position than previous
    - Bug: The game may not show the return menu on final level clear.
    Update 19/1/2019
    - New "ownership" to chewgako, haha! Apparently I do remember this account. The email has been deleted though, so I'll stick with my new account.
    - Upgraded the Cocos engine version from 1.? (already forgot) to 2.1
    - Fixed some background issues due to incompatibility (by removing them).
    - Fixed boundary screen issue where the ship can go beyond expected boundary on landscape, though the game is designed
      for only portrait.
    - The game can work on both landscape and portrait, but the screen is default to portrait.
    - Change main menu button font colors to be more visible.
    - Edited main menu's decoration cause it looks so freaking pale.
    - Fixed the main menu cloud animation loop.
    - Fixed bug where one type of enemy ship aren't removed from the game after its wave is ended.
    - Fixed boot script error due to Cocos version being incompatible with the old boot file from custom build-templates.
    Update 23/1/2019
    - Shorten the level clear music
    - Removed fadeout on game over
    - Fixed bug where game over isn't going back to main menu on second time
    - Added in-game ads
    - Link is now (finally) available
  22. Like
    claydev got a reaction from YngNAmbitious in 'Mad World MMO' launching this fall on Steam and others   
    Good one. Looking forward for the release, hopefully things went well for you and your team. 
  23. Like
    claydev got a reaction from Luminous Wizard in What's your current game project technical requirement in 2018?   
    2018 has come, WebGL (1.0) adaptation is now widely available than ever (93.1% according to caniuse.com). More, high-performing mobile devices at low cost starts showing up. Internet is getting faster, whether it is dedicated broadband or mobile data. Mobile browsers are (arguably) getting better than ever.
    What's your minimum game project technical requirement for your players in 2018 and why?
    For me, I am aiming:
    8 - 15 MB file size
    720p - 1080p resolution quality
    40 - 60 FPS
    Supports both Portrait and Landscape
    Works with any aspect ratio (no borders on fullscreen + responsive UI)
    WebGL only
    Works on these desktop and mobile browsers: Latest Chrome, Firefox, IE 11/Edge, and Safari
    Works on mobile devices at least: Samsung Galaxy S4 (Chrome)+, iPhone 5+, iPad mini 2/iPad Air, and more. Basically in terms of AnTuTu benchmark I think they are around the score of 30.000 or devices that are released around 2013 or near 2013.
    Cheers! 
  24. Like
    claydev got a reaction from JackFalcon in Absolute positioning   
    Just a reference, you may want to read 3D Math Primer for Graphics and Game Development by Fletcher Dunn, Chapter 3. The book should explain these coordinate spaces and the reason why.
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