Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@Ninjadoodle! I found your profile on ArmorGames! I would say your game "One Button Bob" is absolutely awesome! It's one button simple, yet there is some special magic involved, atmosphere is very lovely Btw, where do you usually get soundtracks like this? You published some games on ArmorGames in 2016. Is html5 as dead as people say? Are you satisfied financially with publishing game on ArmoredGames in 2016?
@Ninjadoodle could you make quick mini-series about coding simple game mechanics like in "One Button Bob", using Gideros? Many thx! @Apollo14
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Hi @Apollo14 - sorry about the late reply! The holidays have been crazy with family stuff and some house renovations lol.
I'm really happy you like One Button Bob - I'm looking at bringing it back this year and finally putting it on mobile (with more episodes etc.).
I get all the music for my games from a site called opuzz.com, the tracks/CD's are pretty cheap considering they are royalty free.
I don't think HTML5 is dead at all - in fact, in my view it is the future, as long as websites and the internet exist there will be some form of 'HTML5' and you'll be able to run games inside a browser etc.
It is up to us to think of how to monetise it. As far as I know there are a lot of sponsors out there still dealing with / buying licenses for desktop browser games.
Most of the time I find a couple of people to sell a non-exclusive license to. If you are willing to sell an exclusive license, you will find a lot more sponsors.
I will definitely make a series about a One Button Bob style game, but first I wanna get through this intro series just to ease my self in and iron out a few of the issues (e.g. - crappy sound etc.).
Hope this helps! If you have any more questions, let me know
Nice one @Ninjadoodle. I feel you should have just used the default Gideros TexturePacker for your video since it is what comes with Gideros, and is free
You certainly like puzzles don't you? I know who to pester if I ever need puzzles in my games
Nice one @Ninjadoodle. I feel you should have just used the default Gideros TexturePacker for your video since it is what comes with Gideros, and is free
I couldn't find if Gideros Texture Packer has @2x/@4x settings? Or user himself should resize sprites manually before feeding them to Gideros Texture Packer?
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
The Gideros TexturePacker doesn't do the @xstuff as far as I'm aware. You would need to manually resize (or auto resize if you have a program that does that) and make the different textures.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
@antix - I think I'll do a bonus session with the Gideros Texture Packer, but it would be awesome to have it supporting the @xtuff as it really makes sense to me, and it's one of the awesome features of Gideros. I also use Texture Packer with other software like Panda, so it's I find it very versatile.
@hgy29 - it would be cool if the Gideros Texture Packer supported @2x / @4x etc, otherwise I feel a little bit like it's not supporting one of the awesome features that Gideros has going for it
@SinisterSoft - If this was possible without crashing weak devices on startup, that would rock!
It was discussed a while back (may have been on slack), basically if you loaded a file that was set to bigger than the normal resolution, eg one with @4, then it would auto-resize on loading to one of the lower set file resolutions if needed (and if there was no lower resolution file) - it wouldn't be loaded into texture memory before this - so it wouldn't crash weaker devices (as long as the file would actually fit into normal ram).
So you could then just include your biggest version and it would be ok. I suppose the texture.new command would have to have another parameter though to specify the resize system for loading - smooth or not?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@NinjaDoodle, nice one. It's freesound.org, not .com
It would be good to have them listed in the text for the video too.
opengameart.org has tons of sound effects and music
freepd.com has a heap of free music
newgrounds.com is interesting for music. There are many musicians there who are more than happy for you to use their music with attribution and links to their pages.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@Ninjadoodle hey cool episoide. Do you think you might consider creating your own github repo for the projects in these tutorials? It would be good to just be able to point people to one place.
Also for code have you thought much about things like readability? For example you have a global called pack which is good but if you called it PACK then you know (no matter which source file you are working in) that you are dealing with a global variable.
Then inside code you can make that a local variable by using like local pack = PACK
And for code (again) to save so much typing you could have for example something like this for the menu scene...
Menu = Core.class(Sprite)function Menu:init()local pack = PACK
local container = Sprite.new()
self:addChild(container)
self.stageContainer = container
local bmp = Bitmap.new(pack:getTextureRegion("ball.png"))
bmp:setAnchorPoint(0.5, 0,5)
bmp:setPosition(160, 240)
container:addChild(bmp)
self.bmp = bmp
end
I find it always easier that way but you might have a different view.
Anyhoo, good job man and look forward to next episode
Hi @antix - A Github repo is definitely something I've been thinking about, especially when I start actually using real graphics (not just a circle lol).
But yeah, I'll be adding more code and stuff soon, so I'll set something up
I like the uppercase method for globals, I think I'll adopt that. Normally I use very few but seems like a cool idea!
Maybe somebody could write a standart reusable class? Fading is needed very frequently for many people, I guess.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Hi @Apollo14 - Hey, I was talking about the default transitions that come with scene manager I don't use the default 'Fade' transition.
I do actually use Gtween for my own transitions, because it's simple to setup and I also use it for sprite animations. I know that people say it's not the most efficient, but when using Gtween - I don't really make games with crazy amounts of sprites on the screen
What you're doing there is a good option too and would work just as well imo.
Hi @Apollo14 - Hey, I was talking about the default transitions that come with scene manager I don't use the default 'Fade' transition.
I do actually use Gtween for my own transitions, because it's simple to setup and I also use it for sprite animations. I know that people say it's not the most efficient, but when using Gtween - I don't really make games with crazy amounts of sprites on the screen
What you're doing there is a good option too and would work just as well imo.
uh, I'm sorry, you was talking about SceneManager, not GTween - my mistake
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Comments
if it's not in a function then it's executed in the order that it's loaded.
Likes: Ninjadoodle
https://deluxepixel.com
Btw, where do you usually get soundtracks like this?
You published some games on ArmorGames in 2016. Is html5 as dead as people say? Are you satisfied financially with publishing game on ArmoredGames in 2016?
@Ninjadoodle could you make quick mini-series about coding simple game mechanics like in "One Button Bob", using Gideros?
Many thx! @Apollo14
Likes: antix, Ninjadoodle
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
I'm really happy you like One Button Bob - I'm looking at bringing it back this year and finally putting it on mobile (with more episodes etc.).
I get all the music for my games from a site called opuzz.com, the tracks/CD's are pretty cheap considering they are royalty free.
I don't think HTML5 is dead at all - in fact, in my view it is the future, as long as websites and the internet exist there will be some form of 'HTML5' and you'll be able to run games inside a browser etc.
It is up to us to think of how to monetise it. As far as I know there are a lot of sponsors out there still dealing with / buying licenses for desktop browser games.
Most of the time I find a couple of people to sell a non-exclusive license to. If you are willing to sell an exclusive license, you will find a lot more sponsors.
I will definitely make a series about a One Button Bob style game, but first I wanna get through this intro series just to ease my self in and iron out a few of the issues (e.g. - crappy sound etc.).
Hope this helps! If you have any more questions, let me know
Likes: Apollo14, antix
New Geeking with Gideros vid - Texture Packing
New Inspiration Station vid - Pocket Puzzles
If you want you can also check out some of the other vids on my channel
Thanks!
Likes: Apollo14
You certainly like puzzles don't you? I know who to pester if I ever need puzzles in my games
Likes: Ninjadoodle
Or user himself should resize sprites manually before feeding them to Gideros Texture Packer?
Likes: Ninjadoodle
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Likes: Ninjadoodle
Likes: antix, Ninjadoodle
Likes: hgy29, Apollo14, totebo, Ninjadoodle
https://deluxepixel.com
Likes: Ninjadoodle
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
@hgy29 - it would be cool if the Gideros Texture Packer supported @2x / @4x etc, otherwise I feel a little bit like it's not supporting one of the awesome features that Gideros has going for it
@SinisterSoft - If this was possible without crashing weak devices on startup, that would rock!
Likes: antix
So you could then just include your biggest version and it would be ok. I suppose the texture.new command would have to have another parameter though to specify the resize system for loading - smooth or not?
Likes: Ninjadoodle
https://deluxepixel.com
Likes: antix
https://deluxepixel.com
I just put up a video about my favourite sound (effects and music) resources for game design. Hope some of you find this helpful
Likes: Apollo14
It would be good to have them listed in the text for the video too.
opengameart.org has tons of sound effects and music
freepd.com has a heap of free music
newgrounds.com is interesting for music. There are many musicians there who are more than happy for you to use their music with attribution and links to their pages.
I'm sure I have more links lurking somewhere
Likes: Ninjadoodle
My two favs are opuzz for music and the universal sfx lib
Thanks of the extra links!
Likes: Ninjadoodle, antix
https://deluxepixel.com
New Geeking with Gideros: Scaling Modes is up, as well as a couple of Inspiration Station vids - Wizard of Wor and Scooby Doo: Mystery Inc.
Thaaanks
Likes: SinisterSoft, antix
Likes: Ninjadoodle
Hope it helps somebody out there
Likes: Apollo14, SinisterSoft, antix
Also for code have you thought much about things like readability? For example you have a global called pack which is good but if you called it PACK then you know (no matter which source file you are working in) that you are dealing with a global variable.
Then inside code you can make that a local variable by using like local pack = PACK
And for code (again) to save so much typing you could have for example something like this for the menu scene...
Anyhoo, good job man and look forward to next episode
But yeah, I'll be adding more code and stuff soon, so I'll set something up
I like the uppercase method for globals, I think I'll adopt that. Normally I use very few but seems like a cool idea!
Thanks for the tips btw!
Likes: antix
First thing that came to my mind is to write something like this:
(but I think it's not the best option possible What option is better?
Maybe somebody could write a standart reusable class? Fading is needed very frequently for many people, I guess.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
I do actually use Gtween for my own transitions, because it's simple to setup and I also use it for sprite animations. I know that people say it's not the most efficient, but when using Gtween - I don't really make games with crazy amounts of sprites on the screen
What you're doing there is a good option too and would work just as well imo.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Likes: Apollo14
Likes: Apollo14
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
@antix - I like the pixel method for setting up the fade ... just recorded a new tut using your method
Likes: antix