At 11/7/23 07:44 PM, RipperToons wrote: https://www.newgrounds.com/portal/view/905898
What do you guys suggest on making my player not have to stand still to make the game harder?
I recommend watching this link. Maybe don't copy exactly what they do, but understand why they do it and how it contributes to the overall gameplay.
https://www.youtube.com/live/RWy7CGZaGuA?si=5hLVEJcPkpIkVfFn
At 10/22/23 07:30 PM, YendorNG wrote: My experience is a bit difficult to translate without revealing what I now understand (as I was harassed for awhile over it). But basically I want to make it difficult to allow players to somehow make money off my games (aside from whatever streaming nonsense they do).
Still not really clear, but if you offer no means of financial transfer to the player within the game or community, they can't make money in any way you have control over. If someone makes money by betting on some site that they can speedrun your game within 10 mins, that is completely and wholly out of your control. If you host some weekly leaderboard where the top player gets money and players start playing a way you don't like, then don't do that or change parameters to disincentivize that strategy.
If you mean people stealing your game and (re)selling it, the only practical way outside of DRM tooling is to utilize whatever reporting feature is available or to pursue legal action.
It's hard to suggest feedback because this isn't a situation any developer has to deal with outside of big money games or niche situations.
At 10/21/23 10:00 AM, YendorNG wrote: Is there a manual of methods or bible that explains these methods, or is their something from experience that other developers willing to share that I can benefit from?
Do you have a more concrete example of what you mean? I can't tell if you mean min-maxers in a strategy game, which is relatively harmless imo, or something completely different. Either way, it's the game's leadership or lack thereof that fosters the community, same as a Discord server or any other group of people.
I meant the first of @Gimmick's comments, not as an efficient solution but one that works and helps you understand why your original code doesn't work. But glad the backwards iteration worked.
At 9/22/23 06:01 PM, Nabella wrote: Please preview this SWF by clicking the link here.
Click on the light grey rectangle to spawn some floaty grey circles.
When they reach the bottom of their origin point, they should delete themselves and fire a small bullet.
However, if you look carefully, you can see that when once a circle disappears, the ones spawned previously will slightly lag upwards. I think this is because of splicing the array of enemies while still letting a for loop cycle through it. If I simply remove the movieClip without splicing the array, this problem doesn't occur, but then I have an empty space in the array that I can't remove unless I do something like:
Would it be better to just splice the array or remove the movieClip and then splice the array later?
Some people iterate through the array backwards, so if you remove and splice an item out, it won't affect all of the other ones. Other people add all of the things that need to be spliced to another array, and then iterate through there removing things from the main array.
I lost the thread, but someone was saying that a recent Unity acquisition was basically just spyware which might explain how they would track installs. They then said that it was a lot of investment banking decisions leading to the announcement, and Unity now looks better to investors despite the severe backlash.
At 9/16/23 02:50 PM, CarolineSparkle wrote: What were they smoking when they made that decision, bro?? Who told them this was even remotely acceptable????
They were smoking $100 bills bc investors said it was a good decision, and they continue to say that after all the backlash.
I'm starting to first skip down to the audio section to find a track to play, then go back up to look at the movies/games/art/etc. The Geometry Dash tracks make the experience feel extra great this week
At 9/3/23 02:40 AM, KingH2A wrote: Hello, Thanks for stopping by...
As my title says I'm brand new to making games, I've always play them and wanted to make one that I have always envision, but I have no Idea how to build it, what I'll need, how to get people to try it, and most importantly, what to expect. I was hoping I could get some advice from here.
The concept I wanted to make is a First Person Shooter with a MOBA framework similar to league of legends. My ideal outcome that I'd like to have is have a few game programmers program what I think of and put it into a game, but I'm not sure if that a practical thing to ask or not. I'm not oppose to making the game myself, but finding a good starting point is an issue.
Anyhow, any advice I can get would be appreciated. Like I said before I'm brand new to this field and not sure what to do, not do, or ask for, or expect. All experiences and views are welcomed...
Thanks for your time
I would start with something 100 times smaller in scope, maybe 1000 times smaller. You are asking for a multi-million dollar game when you've never been a part of making a game before, and so the only collaborators who would want to join you are people who also have never made a game before.
If you have that kind of money or sponsorship, then you are looking for a gamedev studio that you would contract out to make the game.
I think a representative from X group or something like that would be a good approach for our subcommunities with varying depths of pockets. Making some assumptions... I think a Flash Reg Lounge money gang would get decent $ going, and I think it would be more than if only the people there dropping $100+ contributed.
At 8/3/23 11:19 AM, Fuhgeddaboudit wrote: Do you believe that using Newgrounds is still a viable method for building a fanbase, particularly for games? I often come across demos for games that will soon be available on other platforms like Steam. Despite having a loyal user community, Newgrounds' popularity has decreased over time.
For fanbase size, I think it would be really hard if you aren't regularly releasing new things, getting top 5 daily in some of those, or joining large collab projects... basically front page exposure. For dedicated fans, yes that's pretty doable here.
At 7/31/23 12:59 PM, BiteSizeStudios wrote: I've been having this idea for the past couple months now wondering if it's possible to release a pretty ambitious 3D platformer game onto Newgrounds. Now I'm not an expert at game development. After all, I'm not a 3D modeler and have very little knowledge of Unreal Engine's blueprints. But this idea has been bugging me for a while now so I was wondering if anyone could give me a solid answer.
It looks like HTML5 isn't officially supported, so you'd be relying on a 3 year old community-driven codebase that might not even work UnrealEngineHTML5/Documentation (github.com)
The other side of your question though, it's not likely that you can release an ambitious 3D platformer with Unreal if you aren't an expert game dev and don't know much about Unreal. Start with a much smaller project.
Pixel art is more approachable for more artists, and bad pixel art looks better than bad non-pixel art to the average person. Vector art is less approachable than in the past due to a lack of good and affordable tools for it. Aseprite costs $20. Not every artist can animate. Good artists are probably in the art portal and not suffering to make a game. Good animators are more focused on getting/staying employed.
I think Tankmas would be irresponsible for me to attempt this year with the projects I have going on. If I'm allowed to not use Flixel, then next year... @GeoKureli
How do you manage projects that require multiple different languages/frameworks? Haxe has spoiled me.
I have an MCU side project where a bunch of sensors send data from an Adafruit Feather board to an RPi, and the Pi displays that data in a webpage or through some home automation thing.
When I last worked on it, I needed C, Python, HTML, Flask/HTTP, and Terminal knowledge. I hate copy pasting massive chunks of code from a random tutorial, and Linux isn't my main environment. It's been a while since I've touched it bc it was getting overwhelming to deal with so many very different things. I remember something basic like creating a new process in Terminal took me several hours to figure out since I had never dealt with an OS like that before.
It was fun. I'm curious how days 2 and 3 went/will go, since I expect more ppl could attend on a Saturday.
At 6/23/23 03:57 PM, MSGhero wrote: Met Tom, Luis, and Squidly! Too many people at Too Many Games for photos but it’s true I promise.
and MindChamber now
And NinjaMuffin
Met Tom, Luis, and Squidly! Too many people at Too Many Games for photos but it’s true I promise.
and MindChamber now
I think August works for a game/art event. But it would need to be announced ~soon and, more importantly I think, resources to learn and develop 3D low poly art would need to be promoted. In my mind, it's not something I could get thrown into and expect to have something usable at the end, versus 2D art where mine would just look bad but be usable.
I've seen a limit on polygon count as a constraint, but idk if it's appropriate here.
At 5/29/23 08:11 AM, ddnikki wrote: how do i learn godot
i have been putting this off for several months i planned to read through it on pico day
this is urgent i have a project that i cant make because of this fact and it has been driving me insane SINCE I WAS 13
I HAVE NOWHERE ELSE ON THE INTERNET I CAN THINK OF TO ASK ABOUT THIS I KEEP PUTTING IT OFF BECAUSE I FEEL LIKE I WONT GET IT RIGHT NO MATTER AMOUNT OF ATTEMPTS
I suggest making something else. Then making a bunch of other things. Then maybe try your dream project. There's a very high chance you won't make your dream project come true because you frankly aren't good enough to make it yet. Everyone needs practice.
At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.
I haven't played many experimental tower defense games and I have to know if certain elements of genres feel out of place when genre mashing certain ideas together for you guys, anything that just didn't work game formula wise.
It's happened quite a bit over time for me, various ideas or protos that didn't end up as a final game. I'm not sure if I have a specific case handy, but I've learned that you might get a random stroke of creativity that pulls it all together, but that might take forever and never actually happen. There are other factors, but that's a driving one for me to pause or stop altogether. Maybe you get an idea a couple months later, maybe it sits forgotten in a folder. In terms of finishing games, dumping time into an idea like that to make it feel correct feels like a waste for me.
Tower defense with platformer is a weird one for sure. Maybe the levels are more vertical, and enemies stream down the platforms from the top, interacting with your towers that you place by physically jumping to that spot. The levels have harder jump puzzles and things are on a timer, so placing towers optimally is skill-based.
At 5/22/23 08:27 PM, RangoAnimations wrote: So I just finished reworking on one of my old games so that it looks good as new. Is there a way for me to take the .fla and turn it into an html with something like Haxe? I'm not so versed with coding so I wouldn't really know what I'm doing. Or maybe can someone guide me through this?
The closest you could get is using Haxe+OpenFL, exporting all your movieclips and stuff, writing a bit of pure code, and crossing your fingers that it works smoothly. Probably, you'd have to export all art from the FLA, rewrite the whole game in Haxe using OpenFL/Flixel/etc, and then use the art as art and not movieclips with attached scripts.
If it's AS2, this site uses Ruffle to run them which seems to be going pretty well. It has limited AS3 support though.
Along the same lines but framed differently, people will join game jams where there's a time limit and sometimes a specific theme your game has to stick to. I've found that some of the most fun I've had programming has been for jams, and it really makes you exercise your "finishing a game" muscles as opposed to only the "developing a game" muscles that you get stuck on for a while in longer projects.
My most recent two were along the lines of practice projects that were helping me develop a little framework, seeing what I liked and hated about each and using that as feedback when making design decisions. I ended up changing the direction of my code pretty dramatically after that, which wouldn't have happened if I was only working on a larger project (which I now have to rewrite in the new framework...).
Skeuomorphic designs were frowned upon bc a designer at Apple said they were, then every tech journalist repeated that, then they broke out their dictionaries to see what "skeuomorphic" meant.
The render of RavioliBox's CD idea looks pretty clean. It would be interesting if the discs had different colors based on genre or something, but a subtle effect. The game cartridges are overbearing for me, and it would make them look different from animations in a way that doesn't make sense to use for both.
My mind jumps to film reel tape sticking out of animations, which I think is cool but not quite as cool as something Flash-inspired could be. It would also be wasted space I think in the portal view as opposed to only seeing it in the inline post view.
At 5/9/23 06:56 PM, BigDaddyWheelz wrote: I’ve been meaning to get a PC setup to improve my streaming, and I’m also considering developing my own game, but I have limited experience with PCs and don’t currently own one. Does anyone know of a good laptop or desktop I can buy that’s good for both streaming and development? Also, how much does it matter if I get a laptop vs a desktop?
If a desktop and laptop have the same specs, the desktop will be cheaper. In general a desktop is also possible/much easier to upgrade in the future. The laptop of course has the benefit of portability.
Build Guides - PCPartPicker You don't have to buy the most recent parts like these guides are suggesting. But even if you go off-build, the Builder tool is super useful to determine compatibility between parts.
At 5/8/23 10:56 AM, TomFulp wrote: @Waterflame collabed with @pftq on his first song with full fledged lyrics.
https://www.newgrounds.com/audio/listen/1209581
Huh, after all this time. Certified banger
At 5/4/23 12:43 PM, chazmuco wrote: Anyone knows a tip for that?, my game has decent views and reviews, more than some games that I've seen featured.
I really don't know how the algorithm works, so if someone has information let me know
https://www.newgrounds.com/portal/view/880070
I'm pretty sure the algorithm is a person or group of people who decide what goes there. So making a game that gets their attention in a positive enough way. There's no system to game beyond making stuff people like.
At 4/18/23 05:15 AM, CheeseBaron wrote: I guess this is an incredibly common question that can never truly get a clear answer.
Lately any time i try to start working on a game prototype i spend like 10 minutes before just giving up. Nor can i seem to work on the stuff ive started already because i feel too tired most of the time.
So yea, any ideas?
I always have to distinguish between making a game and making a game engine, and aligning myself with that goal. After that, sometimes dumb lil game jams can be super fun. I enjoyed making DPS more than any other project, and it was a jam announced at the last minute.
If you were working on a platformer, I would suggest working on anything else.
At 4/17/23 01:13 PM, GameSmashDash wrote: Long story short tried doing more diegetic design for a platformer concept, slower platforms the idea works but for faster paced ones... not so much.
Anyways besides that failures I guess a design question to ask is the numbers versus bar, I want to give the player the most info possible with little to nothing. Would this be better done with actual numbers or bars?
I really depends on what everything else looks like. If it's to be truly diegetic, there may be in-world UI/UX decisions or design standards that should be maintained. If it's only kinda diegetic, it also depends. My car's speedometer is useless to me when I can see the digital number instead, but that's only the case because I regularly compare that number to other numbers (not bars) in terms of street signs. If I only cared about maxing out RPMs or something, then a number may not matter as much as getting my dial (bar) as far clockwise as possible.
At 4/7/23 12:23 AM, DuskyLW wrote: I went ahead I poked around with it for a bit. I'm hoping there's a way for me to get a setup something akin to Flash as part of the appeal for me using Flash is not just staring at an IDE the entire time. I did the intro coding demo and poked around the other demos so there's a chance there might be something out there for that.
Flash Pro does export to formats that Haxe can use (that's how FNF works), but yeah I understand what you mean. If it's a deciding factor for you, then Unity or Godot would be better.