Me and two friends have been playing GS via both cloud and normal multiplayer since it came out and it's really great. We're always playing in the same team and we've encountered two situations/issues and I'd like to check if you guys agree
When a player is suzerain of a city state then that players allies cannot enter the city states territory. I find this quite rediculous, if a player is suzerain of a city state then surely that city state should open its borders to the players allies as well? I mean we're all on the same side here and we're talking big wars, life and death etc. This has lead to the quite strange situation of one player having a clear road to invade an enemy through a
I've released a math game. It's all about solving the math questions before they stack up and fill the screen. There are addition, subtraction, multiplication and division problems mixed. The problems vary in difficulty and are worth different points. There are three different game modes: endless, timed (1 minute only) and hardcore (game over on first wrong answer).
For each correctly solved problem your current streak increases, increasing the points awarded for each solve. Quickly solving problems also create a slowdown effect, which can be quite useful when you need a few more seconds to clear out some difficult problems.
I was wondering, what kind of resolutions do you guys use for mobile games?
I'm in the process of converting my game Wordfall from 800x420 to 1280x720, but then I thought that maybe I should simply go for 1920x1080 right away? or would I be disqualifying a lot of older phones/tablets by doing that? GM will scale the game down for all devices automatically, so it's not really a hassle for me.. it's just the performance I'm worried about. The graphics in the game is entirely made up of the built in draw functions.
This is mainly an Android issue right now but I'll try to get it to run on iPhone later on as well.
Its been over a year since I posted about Wordfall on this subreddit so I figured an update was in order!
Wordfall is a word creation game with a focus on speed and intensity, you are rewarded for making longer words (7 letters maximum) but at the same time you have to keep making words and using letters at an increasing rate so that they don't reach the top of the screen.
The game now has 2 different difficulties to suite different skill levels and play style (longer vs shorter game session), it also features a PC version that is played with the keyboard, creating quite a nice flow (you can kind of experiment by typing different words and try to see if you have the letters availab
7 months ago I posted about my first finished and released game, Wordfall.
Today I'm back with the next one. This game is called Astro Dodger and I must admit that it was originally inspired by Flappy Bird. It was going to be a two week project, but as always, things took longer than anticipated. I've probably worked on this game for about three or four months. The things that took the most time was the fact that this was my first physics enabled game and the Google play services integration (leaderboard and achive
Do any of you use achievement_load_leaderboard to get the leaderboard data from google play services?
I've gotten the leaderboards to work if I use achievement_show_leaderboards() to view them using googles predefined UI, however if I use achievement_load_leaderboard to get the data to be able to create my own UI for the scores then I never get a achievement_leaderboard_info ident back in the social event (no social event at all is triggered).
Anyone have any experience to share about this? Any ideas?
This is my first game on Google Play and I'd love it for anyone interested to try it out and/or perhaps recommend it to someone that you know enjoy word games. The game has been on Google Play for a few months, but I've never plugged it in this subreddit, only in r/gamemaker and r/playmygame
The game is a word creation game where you use falling letters to create words. When you've found a valid word the color of the letter changes to indicate it, you then swipe or press "go" to get points for the word. Longer words are worth more points and words of 5, 6 and 7 letters also give a 'freeze time' of a few seconds, giving you a chance to clear out some more letters. The game is o
After about 9 months my first game is finally on Google play. It's done in my spare time, mostly on my train commute. It's made in Game Maker: Studio, which I hadn't used before.
The game is a word creation game where you use falling letters to create words. When you've found a valid word the colour of the letter changes to indicate it, you then swipe or press "go" to get points for the word. Longer words are worth more points and words of 5, 6 and 7 letters also give a 'freeze time' of a few seconds, giving you a chance to clear out some more letters. The game is over if the screen fills up, Tetris style.
The game quickly gets faster as the rate of new letters increases, making i
After about 9 months my first game is finally on Google play. It's done in my spare time, mostly on my train commute. Had not used Game Maker before. I've learned a lot and definitely count on the next one being completed in shorter time :)
Really pleased with Game Maker so far, even tho it has a lot of areas to improve on. Which the team seems to be hard at work on (Have you guys read these blog posts btw? Amazing progress: http://dailly.blogspot.se/
The game is a word creation game where you use falling letters to create words. When you've found a valid word the color of the letter changes to indicate it, you then swipe or press "go" to get points f
I was curious, do you guys do these? Especially curious about mobile games, as I have a few performance issues there myself.
Which ones are most important? Is the surface scaling one good? How much of a difference does it make? I've read about that before and I must say that I'm a little bit disappointed that the default drawing in Game Maker can't do that optimization by itself. I jumped onto game maker from Java to get away from the technical stuff ;)
I've recently noticed that the YYC compiler is not only available for windows, but also for Android (If you don't see it in your target list, you might need to "Help -> Validate License").
Is anyone using it? Any good results?
My game never finished compiling when I tried it, going to try the beta channel tonight to see if that fixes it.