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Messages - time-killer-games

Off-Topic / Re: New Member Intro + Other
« on: January 30, 2014, 05:32:34 pm »
Wow you make myst-style adventures?? Meee toooooo!! =D you are my new best friend.

Off-Topic / Re: New Member Intro + Other
« on: January 30, 2014, 05:26:53 pm »
It at least to me doesn't really matter what resolution is used as it automatically gets scaled to fill the screen (much like the full-scale option on windows) when running the apk. But the aspect ratio does matter if the width < height fixed portrait should be used otherwise landscape. But typically I recommend 4:3 like 320x420 or 640x480 for small games and 1024x768 or even as big as 1280x960., which is what I typically use. If your game isn't 4:3 an easy fix would be change the view ports in the first room's view settings to be 4:3 and the viewport can't be set at runtime so whatever you set the w/h view ports to in the first room then all the rooms and views of that index will have that w/h  view port.

virtual_key_add() can simulate keyboard press/released/down by making a tapp-able rectangular areas on the touch screen which will act like the keyboard buttons. The problem with this however, we as human beings have only two thumbs, so due to the way most people hold their device is kinda like a game controller. But technically only the thumbs can press the buttons in that posture due to moibile devices and tablets are rectangular and not shaped like a console controller. So each hand can only press one button at a time.  Meaning you can only press two buttons (one on each side of the screen) simultaneously which can be a major problem, a fairly easy way around it however is to make a virtual joystick.

I've never had issues with running my games on android and I've made games well over 100s of MB made mostly of large sprites and backgrounds. I really don't think we'll have much trouble getting your games to work how they should on mobile. All this hardware limitations and crap I'm very certain won't be an issue with you as it hasn't been for me and I use rediculously sized sprites especially when I make pre-rendered 3D Myst games we are talking multiframe sprites as big as 1024x760 and panoramic textures as big as 2048x2048 trust me dude it won't be a problem. =)

Off-Topic / Re: New Member Intro + Other
« on: January 30, 2014, 02:16:59 pm »
At this point if you want to make pixel art games we can still talk in the future about porting whether they use pixel art or not. I used to hate pixel art with a passion but yep I'm little by little actually growing to like it. I even released a game recently that is mostly blocky and pixelated (called "attack of the naked blockheads" and can be found at my site). Anyway my views have changed since I posted that topic., I don't want to port so I'll get anything out of it (branding, credits, exposure, etc) I want to do this simply for the sake of helping out people when they want help. That by itself is my motivator so even if you think your games in the future aren't any good that won't stop me from doing you favors. =) we'll talk in the future, keep me posted!

Off-Topic / Re: New Member Intro + Other
« on: January 30, 2014, 10:13:12 am »
@Darkstar it appears you don't seem at all interested in my offer of android porting. Might I ask why? =P Either you want your games on android or you don't it's a little confusing.

Off-Topic / Re: New Member Intro + Other
« on: January 29, 2014, 05:57:40 pm »
I seriously doubt the cracked version has less bugs. For that to be remotely possible the people who made the crack would also need to know an outstanding amount of crap about several different languages Studio is made up of.

5piceIDE.exe - Borland Delphi
GMAssetCompiler.exe - MS VB
Runner.exe - C++/VisualStudio
Mac/iOS runners - C++/XCode
Android - XML/C/Java
Html5 - JavaScript/CSS/HTML

Not to mention Ubuntu, WP8, Win8 and the Tizen runners. In order for the hackers to make a crack with less bugs they'd need to be amazingly experienced at all of these languages plus they'd need to write from scratch a working dissasembler and decompiler for EACH of these languages THEN fix bugs, assuming the dissasembled code would even be still readable after decompilation which isn't nearly possible. all the code, variables and function names would be fucked up completely.

Off-Topic / Re: New Member Intro + Other
« on: January 29, 2014, 04:40:47 pm »
Hi and welcome to the forums. Unfortunately I was banned from the GMC for insulting a moderator repeatedly over something completely unrelated to android porting. But before I was banned I actually posted a topic on the GMC offering free android ports and everyone including the admins were alright with it, so to answer your question yes it is perfectly legal and won't get you in any trouble. If you think I am I lying or misinformed please ask YYG themselves on their help desk. this should give you the full assurance. Let me know if you are ever interested I'll be more than happy to help you out. There is a new game console that is android based called OUYA that I've been publishing for too recently let me know if you want OUYA ports in addition as I'm offering that as well. Also you can check out my games on my site, including android versions.

@DaSpirit: thanks for recommending me I appreciate it. =)

Works in Progress / Re: Dungeon Blabber
« on: January 28, 2014, 11:26:12 am »
Alright I'm going to make the contrast only apply to objects that look good with it and we'll see what I'll have then and I can make further adjustments if need be. Thanks Josh! =)

Works in Progress / Re: Dungeon Blabber
« on: January 28, 2014, 10:56:37 am »
Thanks man for the kinds words. I intend to perhaps tone the contrast down a bit I don't know why I like it so much the way it is I feel retarded since everyone seems to see something I don't. but yes as painful as it may be I'm going to lower it down for consideration of those who are going to play it. =)

Edit: forgot to mention this project is inspired from when I saw the second Hobbit movie. Though it's still very different and it isn't at all a direct or indirect rip of that movie since almost everything is different there's just one concept they have in common - a large underground fortress. In the hobbit if I remember right it is a whole city underground inside a mountain. But in my game It's not an entire city, just a castle.

About the story: you take the role of a 23 year old woman who spends her life hiding from the outside world by isolating herself in her father's well hidden underground castle. Everything she needs is there, food usually consisting of small rodents and self-cleansed well water to keep her alive. She hides in fear of death. Her father was captured by an evil force and thus abandoned her when she was little. She ever since has been crying out day and night for her father's return and for the war to be over. She is protected day and night by her guardian spirit and here and there he will make himself visible to her to comfort her and let her know he's still there so she won't feel alone. However she can't always see him, spirits can't usually be at all detected by the senses but he has a special gift that when he focusses his mind hard enough to be visible, he becomes temporarily visible but it requires draining his energy so he's not always strong enough to do it. But when he can do it also enables him to destroy possible threats that may harm her, such as wild animals or intruders.

Since it's an entire castle it's not just a "temple" or dungeon there's also going to be bedrooms, a large dining room and kitchen, primitive plumbing, etc. Also the lights are powered by fire magic - not technology.

Works in Progress / Dungeon Blabber
« on: January 28, 2014, 09:56:43 am »
Dungeon Blabber... a classic pre-rendered 3D, first-person, point-and-click, puzzle, adventure game with well-known, old-school, Myst-like gameplay. Not to be released for quite some time as this is my first "serious" project that I fully intend to work on until it's complete and spotless. What do you guys think? =)

General ENIGMA / Re: ANGLE Project
« on: January 25, 2014, 07:21:51 pm »
I'm certain they did it without having permission to not credit. Doesn't surprise me.

It's unfortunate there's nothing I can say that will make this conversation any better. I'm going to learn to shut my mouth as difficult as that may be. Jimmy I've given you the benefit of the doubt and I messaged you nicely hoping for an appeal that you'd tone things down a bit but you are refusing.

@DaSpirit & Josh thanks guys for the support.

ALLCAPS BOARD / Re: You Faggot
« on: January 24, 2014, 11:11:17 pm »
@Jimmy_D please stay away from my topics you are so weird and make no sense in everything you say. Think before posting. I don't care if you use sarcasm or if you joke even when your serious you sound just as retarded so I have virtually no way to tell these odd behaviours apart.

@Robert your welcome, it's the least I could do

« on: January 24, 2014, 07:36:29 pm »
I dedicate this song to Robert out of thanks for him and what he's been doing for this community but above all remind him that he is the biggest faggot I've ever seen. Thank you man! We love your red weiner!

Graphics and Video / Re: High Contrast?
« on: January 23, 2014, 10:53:53 pm »
It's so upsetting. I love the high contrast but everyone (including people I know in person) hate it. I don't know what to do but I'll think of something. I want eye popping features that make this render stand out and look stunning but I'm probably going to need a new method of achieving that.

Graphics and Video / Re: High Contrast?
« on: January 23, 2014, 09:28:16 pm »
I updated the renders. Now in the edited contrast version, I used the same initial amount of contrast but then I removed the extra color saturation the contrast created. What do you guys think now? There's bright brights amd dark darks but without such a vibrant color scheme the previous edit had.