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SlamminSam last won the day on January 7 2014

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About SlamminSam

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  1. It's irrelevant whether that's his first post or not. Also, not everyone looks at the dates. If old topics were'n meant to be resurfaced they would be automatically locked after a given time, like Reddit. You and Neoprofessor posted your links in March 2014, 6 months after the previous post from November 2013. So I don't see the problem here.
  2. @acccgovau Nurofen still playing advertisements claiming targeted pain relief products?

  3. @Chain__Reaction Site says no EU 46 :'(

  4. Those are really ambitious Ozdy I plan to make at least one game a month, but with final year uni I doubt that's going to happen!
  5. JCHTML5 1.4.1499 is out. Emails were sent out yesterday but may have been marked as spam. Please check your spam folder! New Features in 1.4.1499 Added support for theme-colour in Android Chrome lollipop (Inside index_template) Option to lock the game to browsers only, hopefully preventing people from wrapping your HTML5 game and publishing it on the app stores (experimental) Game now waits for correct rotation before going to next room You can now have your game run in both orientations Un-ticked "Use built-in particle sprites" (this is new in GMS). The particle sprites don't export by default with this unchecked. jce_sound_is_playing(sound) jce_button_get_device_touched() jce_button_is_active() jce_button_is_over() jce_button_is_down() jce_button_get_device_touched(obj) jce_return_object_at_mouse(obj) jce_get_touch_x() jce_get_touch_y() New Fixes in 1.4.1499 Audio scripts fixed. There are still script sets for legacy support in case you need them Fix for tweening in ctr_screen Leftover commented code removed from ctr_screen Fixed old system tween functions in menu_template Fixed fatal error in ctr_splash Exit animation of par_button contained incorrectly defined tweens Left some positioning code in btn_empty Old update log removed from Game Information Renamed example buttons to prevent clashes with your imported buttons btn_empty is now literally empty Changed IDE sprite hues to suit MINIM Night Jungle theme Improved ctr_debug
  6. Nice art! Crits - The menu buttons could be jazzed up a bit, they don't have any animations! - It also wasn't immediately obvious what the ghost did. At first I thought it gave my a big boost upward (because that's what happened). So I kept trying to hit it until I died. - The game definitely needs a tutorial. - I was hit by a sword and jumped out of the map even though I had a heart left
  7. JCHTML5 uses external javascript. The Mobility Engine uses internal javascript (the javascript is executed directly in GMS) which has some drawbacks. In it's inception, JCHTML5 was originally going to be an iOS/Android engine (Juicy Engine), but instead became a HTML5 framework. So my engine works extremely well with platforms other than HTML5. For example, the saving and loading system automatically switches to ini files if the game is not played on a browser. I actually recommend my customers use the Windows export to create the majority of their game. It shows errors, and compiles faster than HTML5. It was a pretty straightforward process to convert Fly Trap to iOS and Android, but I'll have to give the majority of credit for that to GameMaker: Studio I might even be making iOS/Android plugins for the engine in the future to make this process seamless. I've had multiple customers who came from the Mobility Engine, they all said they prefer JCHTML5. "Thanks for creating such an amazing engine. My friend implemented it into his games a few days ago, and I was blown away by the quality difference between your engine and the previous engine I was using. I can’t wait to start plugging it into my games."
  8. Great to see this finished, looks awesome!
  9. Visit the website Already have JCHTML5 Pro? You can still spread the love Retweet JCHTML5 1.4.1451 update is out New features/changes in 1.4.1451 Manual has been updatedManual includes Quick start guideNEW! TweenersUpgraded TweenGMS (now uses Marketplace version, but without marketplace)Improved custom tweening scriptsCenters the game better on mobile devicesImproved storage systemYou can now let desktop act like a mobile (to test rotation image)Domain locking supports md5 hashesjchtml5_get_scroll_x (and y) to return the scroll position of the browser windowNew scripts for stopping sounds: jce_stop_sound and jce_stop_sound_allNew script: jce_device_is_browser()New fixes in 1.4.1451 Buttons decrease in scale by default (instead of increase). More button-likeUP and DOWN constants didn't existFixed the room change FIX desktop jump bug this time (shiver bug)Loading bar not centered properly. This bug was much more visible on wide screens.destroy() script arguments fixedjce_play_sound needs to be fixed. Should check for audio system before checking if sound existsDomain locking can only be enabled in browsersSquashed rotation screen is fixedLoading bar will no longer be cut off by an invisible square+10 minor fixes
  10. Thank you. Written very respectfully. This was the first time I had worked with this artist, so now I know what we are capable of we are definitely going to look at creating something new. We did get requests to add features to the game by sponsors. Student loans is hardly a 'sob story', it's hard to live without money! There are other ways, I recognize this, but nearing the end of semester the fastest way to make some cash is unfortunately reskinning. It helps if you're too busy to freelance or other. Definitely did not take it as an attack. I understand this, however the game I reskinned was an iOS game that I now have found out was also a clone. I hadn't seen any other clones of the same time, maybe I didn't look hard enough. There was also another DHTL clone on this form that used the exact artwork from the iOS version, so at least I changed the art. Thanks for your comments.
  11. I didn't say that made it acceptable. I also didn't say cloning is more profitable. I only said it is profitable. I always learn from each game I make. I do not regret making Hedges, it's what I'm still most proud of I'd say, but it doesn't pay the bills. I haven't stopped making original games. If I'm stealing, then send me to jail. You can't copyright game ideas. I don't have the time to make more huge games like Hedges right now. But if I can make money while I'm busy with games like Fly Trap, I'll feel more at ease spending more time on original games when I have more time. Thanks. I still make and work on original games and apps. Cloning games isn't really that fun. I'm not giving you the satisfaction of responding to that. I don't have time for this. If you guys have a problem with what I'm doing, that's on you. It isn't illegal, and I'm still creating original games. And of course, I'm still learning from every game I make.
  12. But you have cloned games. How old does a game have to be for clones to be okay? No, you haven't. You already have the success and the money. You don't go to uni. You make games for a living. You have all the time in the world. I don't. FlappyBalt was apparently made during a Flappy Bird jam, which means the entire purpose of that jam was to make a game similar to Flappy Bird. There isn't that many differences between the two. So when does 'inspired by' become 'cloned'?
  13. Thank you. Your post started out fairly nice, but ended on a really hard note. Let me address it Yes, the game is pretty much a re-skin, but not directly of FlappyBalt. There is a slightly different spike mechanic with FlappyBalt and Fly Trap. Fly Trap is much more similar to "Don't hit the spikes". Of course the similarities are overwhelming. I'm not denying this. I don't feel proud of the mechanics, I don't feel proud of the idea, but I do feel proud of the level of quality/polish that it came out with. Cloning/Reskinning isn't what I wanted to do when I got back into the game/HTML5 scene, but, it has proved profitable so far, and I'm not the only one. Sponsors need someone to provide them with these games. If I can make some money with clones it lets me slow down a little and I feel okay with making something original that I enjoy developing and feel is actually mine. We all know how Nintendo is fairing at the moment with its innovative products. Being original is risky. If you'd like to see one of my games that is completely original (and hugely successful), download Hedges (non-iOS8, also on Android). It's a massive game that took me far longer than any HTML5 game, and it made me a massive $150 in its lifetime, which is fantastic and definitely worth the overnight development sessions, being so constantly tired that I was delirious, listening to Daft Punk's new album for an entire month straight, and generally the loss of health due to forgetting to eat/sleep/take care of myself because it was so much fun to make and so much a part of myself. Reskinning this game was a good experience to have. I got to work with a professional artist for the first time and spent a larger portion of my time polishing instead of worrying about mechanics and if the game is going to be 'fun'. While we are on the topic of "ethical", I'm not the only one to clone games. True Valhalla, whom I'm sure you're very familiar as you work with him, also clones games. (See Split Ball). So in one sentence you're telling me not to steal from others, but you're working with someone who is doing similar things. Is that ethical? I'm working on other games which are my own ideas, but of course, they take longer to make and have been put on hold. With 14-hour uni days like yesterday, I don't really have the time to be designing original games, but I still need to make a living. If I could make $25k in a month like your friend TV, I wouldn't even consider cloning. Again, I'm not denying that this is a clone. I'm not saying it's original, and I'm not the only one that reskins/clones. Hope that clears things up, orange08. EDIT: I'm interested in knowing what other people think of this. There aren't clear lines defined for cloning/reskinning (whatever you like to call it). Where do you draw the line? Can we even define the line?
  14. Thanks Update! Released on iOS!