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 81 
 on: 2015-07-28 11:09:45 
Started by DavidBVal - Last post by DavidBVal
A silly question... I have everything working fine with my GPGS Achievements, except this little thing that irks me.

The Achievements that I have set as "incremental" always appear with that "circle graph" that shows the % completion, and never with the icon I have designed (even when it is at 0% or 100% and unlocked). In the end, instead of my colorful icons, what I see in the board is a lot of grey circles, and a lot of green circles.

Is this supposed to work this way?

 82 
 on: 2015-07-28 10:16:24 
Started by ags1 - Last post by ags1
Been away from a computer for a while, but I'm back and have made some updates. I added mouse events and a GUI system that at the moment consists of nothing but text boxes. In my screen grabs you can already see a GUI, but that was hardcoded in graphics library-dependent code. As the game is graphics library-independent I had to move all the logic up a level and out of the renderer.

EDIT: A day later and I have clickable buttons and a sort of low-rent radio group thing.

Haven't got round to making that video yet...

 83 
 on: 2015-07-28 10:06:19 
Started by BurntPizza - Last post by ags1
I got mouse clicks matched up to GUI items. Awesome!

 84 
 on: 2015-07-28 10:05:42 
Started by Bion_ - Last post by bornander
Download the Examples project (https://code.google.com/p/andengineexamples/), it will build you and app where you can try out most of the features of AndEngine. Also, if you download the andengine source you can generate JavaDocs from that.

In addition to that, I found these links useful when working on Hovercraft:
http://www.raywenderlich.com/12065/how-to-create-a-simple-android-game
http://www.matim-dev.com/tutorials.html

I liked AndEngine, but I prefer libGDX as the cross-platform aspect will make developing so much easier.

 85 
 on: 2015-07-28 10:03:43 
Started by BurntPizza - Last post by Icecore
Parse this:
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DFG T_Class_Fun_Call_Prim_0{&

   Data B_Extra{~
      b4 int_0
      Static b4 int_1
   ~}
   
   Fun Class_Call{@
      Class fun_Class_Call(^ b4 a, ..b #= 3 ^){$
         b4 aa = 1;
         a = a + 1;
         int_0 = aa - a;
         int_1 = aa - a;
         return
      $}
   @}
&}


to this =)

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package AS.Parse.Pars_Basick;
import AS.Class_Inst;
import AS.Class_Type;
import AS.Fun_Data_Call_CL;
import AS.Fun_Data_Use;
import AS.Fun_Type;

public class T_Class_Fun_Call_Prim_0 extends Class_Inst{
   static protected T_Class_Fun_Call_Prim_0_Type Cl_S = new T_Class_Fun_Call_Prim_0_Type();

   public int int_0;
   static public int int_1;

   @Override
   public T_Class_Fun_Call_Prim_0_Type get_Class(){return Cl_S;}

   static protected class fun_Class_Call extends Fun_Type{
      public fun_Class_Call(Class_Type CL, int pos, int line){super(CL, pos, line);}
      @Override
      protected Fun_Data_Call_CL cr_Data_Call(){return new fun_Class_Call_C(this);}
      @Override
      protected Fun_Data_Use cr_Data_Use(){return new fun_Class_Call_U();}

      static public class fun_Class_Call_U extends Fun_Data_Use{
         int a;
         int b;

         @Override
         public void Set_Def(){
            b = 3;
         }
      }

      static public class fun_Class_Call_C extends Fun_Data_Call_CL<T_Class_Fun_Call_Prim_0, fun_Class_Call_U>{

         int aa;

         public fun_Class_Call_C(Fun_Type type){super(type);}
         @Override
         public void F(T_Class_Fun_Call_Prim_0 c_S, fun_Class_Call_U D_U){
            aa = 1;
            D_U.a = D_U.a + 1;
            c_S.int_0 = aa - D_U.a;
            T_Class_Fun_Call_Prim_0.int_1 = aa - D_U.a;
            return;
         }
      }
   }

   static protected class T_Class_Fun_Call_Prim_0_Type extends Class_Type{
      public T_Class_Fun_Call_Prim_0_Type(){super("T_Class_Fun_Call_Prim_0");}
      public fun_Class_Call fun_Class_Call = new fun_Class_Call(this, 15, 9);
   }
}

What i am doing?
I don't know  Clueless
It's madness... XD
(its only like 10-20% from something fully worked Sad )

(strange brackets is for visual and later IDE formater will be adding them self)

 86 
 on: 2015-07-28 09:57:37 
Started by klaus - Last post by princec
The benefits of remaining in the Steam front page capsule rotation are enormous and exponentially greater than any exposure you can gain anywhere else for any kind of money. So make it count.

BTW Twitter and Facebook are quite expensive for their supposed effectiveness... but then we've also concluded that advertising takes a very long time to mature. As in, using very clever tracking techniques, we can trace sales coming in occurring over a year after advertising exposure. It's a very, very long game.

Cas Smiley

 87 
 on: 2015-07-28 09:55:20 
Started by klaus - Last post by princec
These days you'll be lucky to remain visible in New Releases for more than a few hours.

Greenlight won't really help your actual marketing efforts in any serious sort of way. It's there just to make Valve's life a little easier so that they can at least have a little bit of auto-vetting on what they bother letting onto the service.

You do get a few shots at the main capsule on the front page given to you by default when you are finally released on Steam. However you will actually need to massively push the title yourself at the same time: because Valve will perpetuate titles on the front page that start making them a lot of money or getting them a lot of downloads (it's mostly done on automatic stats). So if you want to maximise your chances, run an exposure round on the main capsule right after and during a massive marketing campaign.

Marketing campaigns these days might easily amount to the tens of thousands of dollars. This is mainly going to be in the form of generic advertising solutions (AdWords, Youtube, Project Wonderful, etc) and the odd cleverly targeted site takeover (eg. RockPaperShotgun) and so on.

Cas Smiley

 88 
 on: 2015-07-28 09:36:53 
Started by bornander - Last post by bornander
Finally released this as an open beta, thanks to everyone who commented on this topic and gave me both good suggestions as well as the motivation to keep going.

Get Grapple for Android on Google Play:
https://play.google.com/store/apps/details?id=com.bornander.grapple.android

 89 
 on: 2015-07-28 09:26:54 
Started by Bion_ - Last post by Bion_
i searched in google and i found 1 page but that page don't have the description, only the arguments and the name of the creator. I want to create games with that engine but i don't found tutorials explaining what is BitmapTextureAtlas or TextureRegion, only the functions, camera and EngineOptions.

 90 
 on: 2015-07-28 09:00:09 
Started by klaus - Last post by orangepascal
oh true, if you go through Greenlight first, then you do get some more exposure, since the game will be on the frontpage for a bit longer than the normal steam pages.   But the attention you get there is mostly yes/no votes (literally a 50/50 divide for most games I know about).

Having some sort of sign-up or even a beta to try out might increase your results more (haven't tried that myself).

Twitter and facebook are two good ways for marketing, Twitter is mostly interesting for the quick news posts (any thing like new screenshots, blog posts, etc) and hope it get's retweeted/favorited enough..  and facebook is best for trying to grow your fan base, getting people to like your page so it's easier to reach them in the future.

Also try to setup a mailing-list and see if you can push people to sign up on that.. nothing beats having a direct line to your customers.

reddit is a big mystery.. most links,posts seem to just die in a void, at least on all my attempts Smiley  but if it DOES get picked up, it goes big pretty quickly.

Pages: 1 ... 7 8 [9] 10
 
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