Bump.
Also I sent this to Xelu and then realized what I said.
http://prntscr.com/3bd5id
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
HO HO HOPE you become a Newgrounds Supporter this year!
We're working hard to give you the best site possible, but we have bills to pay and community support is vital to keep things going and growing. Thank you for considering!
Bump.
Also I sent this to Xelu and then realized what I said.
http://prntscr.com/3bd5id
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 4/14/14 01:16 PM, Glaiel-Gamer wrote:At 4/14/14 05:44 AM, Rustygames wrote: Wow 20x??!!?I've gotten some numbers in private from friends who have made successful games for both platforms.
I assumed it would be higher (because iOS users obviously have money to burn) but not that much higher! Have you got a source on this?
reasons mostly:
Sweet thanks for the info. It all makes sense when I think about it
At 4/20/14 05:35 PM, Rustygames wrote: Sweet thanks for the info. It all makes sense when I think about it
What's the deal with ios and android markets as far as entering and uploading something? I'm making a casual haxe game on the side, but is there anything I need to worry about?
At 4/20/14 06:22 PM, MSGhero wrote:At 4/20/14 05:35 PM, Rustygames wrote: Sweet thanks for the info. It all makes sense when I think about itWhat's the deal with ios and android markets as far as entering and uploading something? I'm making a casual haxe game on the side, but is there anything I need to worry about?
Android: $30 upfront, worry about different store screenshots for different devices, nothing compulsory on developer's part (minus ethical app practices)
iOS: $99/year, cannot use low level code unless you want to waste that $99, worry about retina display support, iPhone 5 wide screen support, compiled for armv8 arch/64bit + armv7 only, no in-app licensing allowed, certificates and provisioning profiles required before deploying to even your own device (pay before you play - no debugging unless you're an Apple developer!) And lastly your app needs to target the least supported iOS version or higher.
If you don't comply with any of Apple's restrictions mentioned above, your app won't be accepted into the store. If it is accepted, prepare to wait from 3 weeks-2 months for it to launch into the AppStore.
So you like SORTING ALGORITHMS?!
So a while back I made a fun class in C# which had like 15 or something different sorting functions in it. After a while I figured out it was actually very useful, so I started using it in some projects.
Then the new C# Conncerned Joe deployer project came around and I ran into a small problem.
Each version's release notes are stored in separate .ini files in a folder because NuGet makes things easy. Each version contains a version number (of course) and Xelu wanted the versions ordered from oldest to newest, which, well, yeah.
The way I decided to compile all the ini files into the HTML-formatted webpage left me with a small dilemma. I had two arrays, one of the version numbers and one of the actual (string) ini file locations which would be read. So basically I wanted to sort two arrays by the values of the first array while keeping both arrays linked.
One day of code later, and here we are.
I'm still a bit new at C# so there's probably some stuff I could have done better. Let me know if anyone finds anything, yeah?
(also this could easily be translated to AS3)
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 4/20/14 09:19 PM, egg82 wrote: So you like SORTING ALGORITHMS?!
Timsort best sort, with bogobogosort at a close second. If that inspires you to code timsort, share it because I got a headache trying and then realized I didn't need it.
Android: $30 upfront, worry about different store screenshots for different devices, nothing compulsory on developer's part (minus ethical app practices)
iOS: $99/year, cannot use low level code unless you want to waste that $99, worry about retina display support
$30 isn't bad, openfl can auto resize to fit mobile resolutions, I guess making it look pretty on each one is the only issue. $100/yr is kinda bad for me...I could finance that with my current rate of gamedev, but I'd rather have a reliable $100 spending money instead of a maybeprobablynot $1k. I could replace normal graphics with retina graphics automagically in project.xml as well, so that's not so bad (on me, pity my artist).
need ca$h for Cowboy Bebop/FLCL swag
Ethical views aside: if you have the resources to target many platforms and you don't; you're doing it wrong.
FP14. No idea what any of it means, but I do enjoy partial derivatives.
At 4/21/14 11:31 AM, Innermike wrote: I feel like due to the size of the iOS section you're trying to discourage iOS development?
???? What makes you think I'm 'trying to discourage iOS development' when I've been on the iOS scene and developing apps before the AppStore was even released? Especially since I'm paying for my uni expenses from my own projects.. I encourage iOS development, who wouldn't considering Flappy Bird was making its developer $50k a day just through ads?!
I don't see how worrying about retina display support is any more of a chore than worrying about the million different android devices out there and the massive range of screen sizes and capabilities. Especially if say, you're developing an app with cocoa touch (besides, now that the last 4 iterations are all retina and the adoption rate is so high, some developers forgo non-retina support entirely). By no in app licensing what do you mean? No in-app purchases? Cause you can do that, but please correct me if you meant something else.
You must have missed when I explicitly stated:
If you don't comply with any of Apple's restrictions mentioned above, your app won't be accepted into the store.
You're just repeating what I've said already. In-app licensing meaning: serial keys, 'donate-to-unlock', shareware, traditional PC-like software installation, etc.; something the Play Store allows.
Also, how bad is not being able to write your app in assembly, really?
What?
As for apple's restrictions and review process, I guess that's just a matter of preference, if people can't put in the little it takes to comply, are they really confident that they're making anything worthwhile? Or at least that's the way I've always seen it, though I can appreciate the "wild wild west" slant of the android scene.
What?
I'm no 1337 c0d3R so I honestly don't even know how "compiled for armv8 arch/64bit + armv7 only" is a disadvantage so I'll just take your word for that.
You don't need to be a '1337 c0d3r' to know what x86 is do you? Just a bit of experience reading make files, some C here and there or maybe even a bit of assembly. If you've ever only worked with these high level languages then I guess it makes sense since they do simplify cross-compatibility (Haxe is a very good example, something I might switch over to this week actually). I never said it was a 'disadvantage' so I don't know what made you think that. Here in the mobile scene we use the architecture name instead of iOS/Android because of the rapid advances in the platforms and the difference between each architecture. The iPhone 5S is as fast as a 2.1ghz Core 2 Duo Macbook, a generational leap in less than a decade, and as a developer compatibility always matters even more so in the mobile space!
Not trying to start a platform war or anything, just saying developing for iOS isn't as much of a pain as some people make it out to be, and I think it's probably worth going on both platforms.
Both Android and iOS target armv7, only iOS targets armv8, well until Android 5 and some 64-bit tablets and phones comes out. armv6 (6 years ago) is now considered the PPC of the mobile era.
Before anybody gets the idea I'm filthy rich or something:
Especially since I'm paying for my uni expenses from my own projects
By that, I mean textbooks and staples like FAST FOOD which is still a pretty steep cut with what I get. Not even close to a janitor's pay lol and still in debt from tuition fees..
At 4/22/14 06:57 AM, slugrail wrote: Before anybody gets the idea I'm filthy rich or something:
Especially since I'm paying for my uni expenses from my own projectsBy that, I mean textbooks and staples like FAST FOOD which is still a pretty steep cut with what I get. Not even close to a janitor's pay lol and still in debt from tuition fees..
So what do you think, a solid game from someone with a small following who's read a bunch of "iterate core loop ARPPU analytics cohort target audience ARPU DARPU" articles who gets feedback from beta testers? If I can make the hundred back, then it would be worth it, but my app may never be seen by anyone.
I might start with google play and itch.io and see how well those do.
first step is to actually make the game
My most common typing error used to be "pubic" instead of "public." Now it's "lamba" instead of "lambda." It's less funny but happens more often.
At 4/20/14 06:22 PM, MSGhero wrote:At 4/20/14 05:35 PM, Rustygames wrote: Sweet thanks for the info. It all makes sense when I think about itWhat's the deal with ios and android markets as far as entering and uploading something? I'm making a casual haxe game on the side, but is there anything I need to worry about?
Android: really simple, no harder than submitting something to newgrounds really except there is a tiny one off fee
iOS: http://24.media.tumblr.com/tumblr_md36leqIAK1r5klt2o1_500.jpg
At 4/28/14 03:25 PM, Rustygames wrote: Android: really simple, no harder than submitting something to newgrounds really except there is a tiny one off fee
iOS: http://24.media.tumblr.com/tumblr_md36leqIAK1r5klt2o1_500.jpg
Good summary of slug's post I guess.
Haxe has python export (nightly) and someone got FD to run on linux. I wonder if my CS professors will let me code in haxe and export to whatever language they want us to use...
intro to cognitive science sounds like more reading than coding
I have a quick question. Is it worth doing single line if statements like:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT)) this.speed.x *= .9;
or is it better to do:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT))
{
this.speed.x *= .9;
}
The only difference would be the appearance correct?
At 4/28/14 05:48 PM, Lewchador wrote: I have a quick question. Is it worth doing single line if statements like:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT)) this.speed.x *= .9;
or is it better to do:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT))
{
this.speed.x *= .9;
}
The only difference would be the appearance correct?
It'll technically reduce the size of the file but aside from that it's personal preference. I'm lazy and quite often if I reckon it'll only be one line I do:
if(condition)
// code
You can use code tags to preserve formatting and make code excerpts easier to read, by the way.
At 4/28/14 06:01 PM, Sam wrote: You can use code tags to preserve formatting and make code excerpts easier to read, by the way.
I have no idea why I thought you didn't use code tags. I'm losing it.
At 4/28/14 06:01 PM, Sam wrote: It'll technically reduce the size of the file but aside from that it's personal preference.
It's worth noting that it will only reduce the filesize of the source files. The resulting application (i.e. the SWF file) will be the exact same.
At 4/28/14 05:48 PM, Lewchador wrote: I have a quick question. Is it worth doing single line if statements like:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT)) this.speed.x *= .9;
or is it better to do:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT))
{
this.speed.x *= .9;
}
The only difference would be the appearance correct?
Functionally, they are they same, but with the one line approach, it's impossible to put a breakpoint inside the if versus on the if. Generally putting codeblocks on a separate line is a courtesy to other programmers who may be debugging your code.
At 4/28/14 05:48 PM, Lewchador wrote: I have a quick question. Is it worth doing single line if statements like:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT)) this.speed.x *= .9;
or is it better to do:
if (!Key.keyHeld(Keyboard.LEFT) && !Key.keyHeld(Keyboard.RIGHT))
{
this.speed.x *= .9;
}
The only difference would be the appearance correct?
Don't cause arguments...
Hey guts is it better to cuddle your braces or not?
if () {
}
or
if ()
{
}
I had to uncuddle my code when pushing a commit to haxe flixel. Saddest day of my life, I almost didn't want to submit it.
At 4/29/14 10:44 AM, Sam wrote: If you cuddle, I h8 u
FU 1v1 me mid
Speaking of dota, I remember maybe a year or more ago I asked glaiel if teammates ever got better. He said after ~2000 games played everyone is nice and he hardly got any trolls. I'm where he was then, and there's trolls in 40% of the games. Some games are won by who has less trolls or who has more native english speakers. I guess it's because ranked doesn't care about number of games played, so I get matched with people with 500 games played who don't look at the minimap and are always out of position.
I'd rather play ranked with someone with 3600 mmr and 2000 games played than 4200 mmr and 500 games played.
At 4/29/14 10:44 AM, Sam wrote: If you cuddle, I h8 u
I h8 you all. but lets combine out hate to this one guy on my team. Exibit A:
public class ClassA
{
public function ClassA()
{
x = 5;
}
}
At 4/29/14 05:36 PM, GeoKureli wrote: I h8 you all. but lets combine out hate to this one guy on my team. Exibit A:
public class ClassA
{
public function ClassA()
{
x = 5;
}
}
Whitesmith indent style
I puked.
https://www.youtube.com/watch?v=PdF-l3fCwgE
Alright, I admit, I'm impressed.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 4/29/14 11:52 PM, egg82 wrote: https://www.youtube.com/watch?v=PdF-l3fCwgE
Alright, I admit, I'm impressed.
Anyone got some good references for FFT? I've used as3's built in one, and it works well, but you can't pre-scan an imported mp3. I tried using this AS3FFT library, but the problem is that it doesn't cancel out lower octaves, I was gonna try to work that in, but never got around to it.
As for the video, really, neat. There's a Unity Library that separates samples into low/medium/high groups, all you do is specify a threshold. My coworker used it to make this
At 4/30/14 06:35 AM, PSvils wrote:At 4/30/14 12:36 AM, GeoKureli wrote: Anyone got some good references for FFT? I've used as3's built in one, and it works well, but you can't pre-scan an imported mp3. I tried using this AS3FFT library, but the problem is that it doesn't cancel out lower octaves, I was gonna try to work that in, but never got around to it.What do you mean cancel out lower octaves?
if it registered a sound as an E4, it would have the same looking peak on E3 E2... and so on. I'll look for the program I wrote with it and post it.
I'm revising Haskell for my exams, and I just realised what a nice language it is. I don't actually know how to do anything useful with it because my exam is more about operations on lists and creating type constructors and whatever whatever - but it's still really nice to read and write.
or maybe because it's the only thing I've looked at for the past week. Also, bump