MoscowModder's Forum Posts

  • How would I go about running ads on my game with only a student license?

    I'm open to both in-game solutions within Construct 2 and external solutions to place on my website.

    This game is made for desktop computers, so mobile-only solutions won't work for me.

    Does anyone know what I can do here?

  • RandomFellow

    Hey, that looks pretty good! Would you be interested in filling out a list of requests to match the style I've got? Speaking of style, I rather like it too, but my selection of assets is very limited, and those level graphics (which I've replaced) aren't made for side-scrolling.

    The objects I need:

    * Forest background (to replace the blank green one I've got now)

    * Grassy hills (same function as the ones in the screenshot)

    * Tree branch platforms (for suspending in the air; don't really need to be attached to anything)

    * Small water pools/falls

    * Trees and shrubs (like the ones in the screenshot but in a sideview perspective)

    I'll eventually need more robotic enemies, but I want to see if I can find free ones first.

    Would you be willing to fill out that list of requests for $20? If not, what do you think they'd be worth?

  • I looked through your website at some of your (un-labeled) links, and all I saw were some basic colored boxes, not pixel art. Can you just show me a few pictures of pixel art you've done (like in my prototype screenshot)?

  • markpouncey

    Awesome! Do you have any examples of past game art (especially pixel art)?

  • Thanks for the tips! I'm still dead-set on completing this game no matter how long it takes - or how much money it gets - because it's a big personal hobby project. However, if I come up with a smaller, "bite-sized" game, I'll try to get that done first.

    In the meantime, I'm gonna try releasing it for free with only an "endless mode" saying that the "Campaign/Story Mode" is Coming Soon! I'm hoping that will help get the word out.

  • Well, I don't think my levels will take an hour each. More like 5-20 minutes, depending on how often you die and how I decide to handle game-overs.

  • I'm making a very large (for an HTML5 game) project that I'd like to sell on one or more app stores. I also want to get it out where the public can see it and also make a little profit from it before I have it all done.

    My current plan is to release it one level at a time, in a "pseudo-episodic format". It can be free at first, but as I add more content, along with revisions suggested (or complained about) by users, I'll increase the price up to whatever the final price will be.

    Each level is going to have some story built into it, so players should ideally want to come back for more to see how the story plays out. Users who bought the game free (or cheap) won't have to pay again to get the updates; only the new users will pay the slowly-increasing price.

    Does this sound like a valid plan? Am I missing on something big here? Take note I've never sold a game before.

    P.S. I have a fairly decent prototype at macjsx.xtreemhost.com/CiS2

    All input (could be on the game but primarily on the selling plan) greatly appreciated!

    EDIT: Another possible plan is to release the game with the first 1-2 levels enabled for free, but make players pay to unlock the rest of the game (and mention this up-front so it's not a "hidden cost"). Do you think this is a good alternative to just using the app cost?

  • Tip: You can post URLs as plain text. Makes the no URLs limitation kinda pointless, really.

    For filling the first 0 slot of an array, try this (pseudocode)

    For loop from 0 to array size - 1:

        If array[loop] = 0:

            Array[loop] = new item

            End loop

  • That should make it harder for me to confuse myself, thanks!

    Now, I have to ask - are you planning to add per-tile behaviors in the future? I know Tilemaps are a new, beta-only feature so I don't expect them to have all of their planned features in the current release.

  • That could be helpful, too. The only trouble is that I'm bound to get the two tilemaps mixed up - sometimes walls (edges of hills) are solid (so you can wall-jump off of them), and sometimes they're not (in the background). I'll definitely keep that in mind, though.

  • Ah, hadn't thought of that! Wonder if that would be more or less efficient than my current system of placing invisible walls and platforms. Thanks.

  • Try creating each object manually (don't think there's an easy way to make one of each family member). Any object can be destroyed with the handy Destroy action, then you can end the game by checking System -> FamilyName.Count.

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  • Simple question: is it possible for certain tiles in a tilemap to be solid? The latest beta release made it possible to adjust the collision polygons of each tile, but what's the point of that if you can't make tiles solid or interactive?

  • As I mentioned I'm rather new at this so I don't have a good feel for optimum 'wages'. However, I'd at least be willing to pay around $20-40 for just the first level's assets - around 8-12 small, repeatable objects.

  • Trying to think of a subtle way to bump the thread but coming up with nothing.

    The position is still open, and again, I am willing to pay for the work!