therevills

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Viewing 15 posts - 166 through 180 (of 272 total)
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  • in reply to: Playniax news #9578

    therevills
    Participant

    Just tried Revengestar on my new Moto G5+, plays very nicely 🙂

    I agree with nerobot, remove the ad banner when the game first loads, just do it between levels. Add a title screen, and a Star Wars like intro screen with the game’s story (which you have on the pause screen) and a tutorial, when I lost my first ship I didnt know that I could tap on another ship.

    Did you have any issues with MX2 and Android? Any tips?

    in reply to: Rameses3d Lighting test #9480

    therevills
    Participant

    Cool!

    in reply to: Monkey2 Manuals #9478

    therevills
    Participant

    These are great! (Apart from the swearing)

    They should be included within Ted/MX2 directly somehow!

    in reply to: Doom Research Download for testing #9121

    therevills
    Participant

    Cool!

    OT – Any news on your Elite style game?

    in reply to: Steam Direct Fee & Upcoming Store Updates #9120

    therevills
    Participant

    Last time I created a trailer it was using Movie Maker a few weeks ago for our latest game… (September release date).

    @Mark – hope you’ll be charging for the Steam lib module 🙂

    in reply to: Speedtest.net results. Fibre to the Premises #9105

    therevills
    Participant

    WOW!

    Now dont go downloading all the internet tonight!

    in reply to: user modules folder? #9104

    therevills
    Participant

    +1 for this from me!

    in reply to: Steam Direct Fee & Upcoming Store Updates #8933

    therevills
    Participant

    Is that all we’re worth these days?

    Pretty much… I did have them higher when they were first released, but they were released awhile ago so I dropped the price.

    Its going to be interesting to see how Steam Direct affects prices in general…

    Our games have been selling on Steam since September 2015 and its made us a decent 5 figure sum over that time, not outstanding but it is an extra income stream.

    in reply to: Steam Direct Fee & Upcoming Store Updates #8874

    therevills
    Participant

    Yeah when you upload a build via the SteamWorks SDK it will automatically add its wrapper/DRM stuff.

    So to clarify, you need to use the SDK for uploading to Steam but you dont have to use it directly in your games.

    The SDK allows you to add Steam achievements, leader boards, etc.

    Here are the BlitzMax threads relating to the SDK:

    http://wasted.nz/posts.php?topic=84183

    http://wasted.nz/posts.php?topic=104599#1269235

    in reply to: Steam Direct Fee & Upcoming Store Updates #8862

    therevills
    Participant

    Is it worth having solitaire games on there?

    Very much so 🙂

    You dont need to use Steamworks if you dont want.

    I’m having a hard time finding the BlitzMax thread which was very useful regarding the SDK…

    in reply to: Steam Direct Fee & Upcoming Store Updates #8826

    therevills
    Participant

    Here is a link with more info:

    https://partner.steamgames.com/steamdirect

    Basically:

    1. Sign paperwork
    2. Pay app deposit fee
    3. Complete bank and tax paperwork
    4. Upload Build and prepare store page
    5. Steam review to ensure your game runs (1-5 days)
    6. Timing requirement (30 day waiting period)
    7. Release

    in reply to: Texture filters #8403

    therevills
    Participant

    With image filters set an the image level not the canvas level I guess we could create something like this:

    If anyone wants to mix retro we “modern”.

    in reply to: Monkey 2 concerns #8372

    therevills
    Participant

    Who says I’m sticking my head in the sand? I’m creating games with this language and will raise defects and suggest improvements when needed… but I wont keep repeating myself over and over again like some people 😉

    Mark is a one man band, for whatever reason he likes full control over everything (that’s the impression I get anyway). He has said that he needs an income which at the moment he is getting by focusing on the MX2 3D module. I could be wrong, but I dont think he has the time nor the money to create a super duper website (either by himself or hiring someone).

    Anyway, this is my final post of this subject… I hope I dont have to read about the same complaints (the name, the community split, marketing etc) in another thread as these subjects has been fogged to death… (and by the same people).

    in reply to: Monkey 2 concerns #8353

    therevills
    Participant

    I know you lot have concerns about MX2 and where it is heading, but instead of being negative and bringing up the same issues again and again (eg The name… give it up, its not changing. The community split… I doubt having spent time setting up this site the Blitz crew and Monkey crew will every get joined), lets just focus on the positive.

    I can’t count the number of times I’ve helped a fellow monkey dev either on the forum or via personal email, this community can be fantastic we just have to spread the word and create kickass products with a great language!

    in reply to: Monkey 2 concerns #8324

    therevills
    Participant

    Mark has said in a few posts/tweets that he thinks MX2 will be his last language…

    http://monkey2.monkey-x.com/forums/topic/my-monkey-2-project-by-gstsoftware/#post-8248

    although I think the chances of there being another Mark Sibly language are about a million to one against!

    Also Mark did ask for these kind of threads not to be created…
    http://monkey2.monkey-x.com/forums/topic/mark-thoughts-on-help-with-example/page/2/#post-6764

    And finally, please, enough with the “Mark! You must do *THIS* or mx2 is boned!” threads

    At the end of the day, it is his site, his language and his vision.

    Oh and he doesnt like swearing on his sites too…

    http://monkey2.monkey-x.com/forums/topic/3d-engine-roadmap/page/2/#post-6973

Viewing 15 posts - 166 through 180 (of 272 total)