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Destron

Member Since 19 Aug 2004
Offline Last Active May 15 2013 10:46 PM

Posts I've Made

In Topic: Store game data in MySQL database with async

15 May 2013 - 03:29 PM

Do to the built in protection for cross site scripting (XSS) you won't be able to call it from a different domain that you are running the game on. So you can't host the game on your local PC and call your hosted database. To get it working on local host with WampServer you can do something like this to allow the domain request:

 

$http_origin = $_SERVER['HTTP_ORIGIN'];

if ($http_origin == "http://127.0.0.1:51268")
{ 
header('Access-Control-Allow-Origin: *');
}

 

Make sure that http://127.0.0.1:51268 is the correct port, that should be the correct URL for your local host. It MAY also work to change  the URL to the URL of your off site SQL server and allow you to access it while running the game from your local PC. 


In Topic: Add Star/Rating emoticons

31 January 2013 - 01:34 AM

Adding emoticons would be pretty easy, but you suggestions PWL would require modifying the source code to the board itself to parse those new BB Code tags. It would be easier just to upload external images and add them to your post like this:

Posted Image
Posted Image
Posted Image

In Topic: little help with a loop

25 January 2013 - 10:46 PM

How are you handling the collision with the object? If the objects are going to be touching for a few seconds then you need to "end" that collision somehow, or every step a "new" collision happens so your loop gets reset to 0 again. You could do something like create a variable and set it to 0, then when it collides with something switch it to 1, then set an alarm for 10 steps or so and set the variable back to 0. Use this variable to determine if a collision in "in progress", and only execute the loop if the variable equals 0.

Typically you would destroy one item or another on collision, but obviously that is not always the wanted behavior. For example a bullet hitting an object, generally you would destroy the bullet on collision, but maybe for effect you want the bullet to pass through the object and keep going, but still want the bullet to only "hit" once.

Create Event
collision = 0;

Collision Event
if  (collision = 0)
{
    collision = 1;
    alarm[0] = 10;
    for(i=0 ; i<5 ; i+=1)
    {
       instance_create(x,y,obj_blood);
    }
}

Alarm 0
collision = 0;

So basically if the collision will last 8 steps, then the first step collision will get set to 1 and execute the loop, for the remaining 7 steps it will equal 1 and the loop won't restart.

In Topic: Paid vs. Free w/ In-App Purchasing

25 January 2013 - 04:51 PM

I grew up in the age of Shareware, where a game would typically be split in to several episodes with the first being free, then you had to purchase the rest, so to me I liken the idea of buying extra map packs and such to shareware. I don't mind downloading a game with say 30 free levels then having to pay to continue beyond that, I think 30 levels is fair for a free game and it gives you a chance to try the game out and if you really like it you can buy more map packs, if you don't you have not lost anything. Note that when I say 30 levels I speak of games like yours where a level might last for a minute.

I don't think there is anything wrong with this strategy in your case. Where I think IAP's go off the rails is when a game makes them available, advertises itself as 100% free to play, and then hits a wall that forces you to eventually buy in game currency or upgrades. Glu Mobile is famous for this, and i am at a point I refuse to play anything made by them. They really shove the fact that's it free in your face and tout that you don't have to buy anything, but you will eventually reach a point where you cannot progress without buying something, or in the case of multiplayer games then the game becomes entirely unplayable at a certain level because the people that do pay to play completely overpower you. There is nothing wrong with this method per say, I just think their approach is entirely dishonest, and that is what turns me away. Tell me up front I can only play until level 30, or play for X amount of hours and I am fine with that.

You have to balance the IAP's so the game can still be fun without making the player feel like your gouging them for money. In my opinion the best approach is a game that is 100% entirely possible to play for free from beginning to end, but offers IAP's that can make the game easier, progress faster, or give something extra to the game. I guarantee people will still buy them just to complete the game faster. People crave instant gratification, so if they option tempts them many will bite. Not everyone obviously, I am the type that likes to make a game an enjoyable experience and play it to its fullest, but many people love to use cheat codes, hacks, or downloaded save files to get an edge up and beat it faster or easier.

In your case, as long as you include a decent amount of levels for free, and include a decent amount in you level packs for a fair price I think your idea is perfectly acceptable, and if your game is actually good (I have not tried it yet but I will) then you will probably increase your revenue as well over a single purchase.

While a lot of people hate them, many players spend millions of dollars every year on IAP's/IGP's and sometimes for trivial stuff such as a new costume.

In Topic: URGENT help please :)

08 January 2013 - 08:47 PM

You room start and room end events are are in the "other" button. So in your object click Add Event and choose other and you will get a context menu of choices.