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Messages - bluemonkmn

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Help, Errors, FAQ / Re: FAQ List
« on: 2017-08-12, 02:49:41 PM »
Byes per tile determines how much memory is consumed per tile in the compiled game *and* in RAM *and* in any saved game files generated while playing the game (with the SaveGame function). However the HTML representation may take more than 1 byte per tile in some cases. If you need more detail about that, I can explain, but you may be able to figure that out on your own by looking at the generated HTML. You can kind of see the maps in the code easily because I made a point of representing maps layers as JavaScript strings in a way you could kind of see in a text editor.

There must be some other factor in the error you are encountering. I created a simple demo project with a counter called Animation linked to an animated tile. See the attachment. (7-Zip required to extract content.)

Off-Topic / Re: What I've been doing since LoK:Revival
« on: 2017-06-08, 06:52:05 PM »
I have a new system and I've re-installed Unity and re-imported the data. Unity now supports directly importing from Sketchup, which I don't think it did before. So the data is a fraction of the size of the project I compiled a couple months ago. But my new system is too fast to get a good idea of how well this performs on low end systems. Can you determine how this new build compares to the recent build and the old build?

Game Development Artistry / Re: Pixel Genie
« on: 2017-05-28, 07:57:53 AM »
Impressive. Did you start working on this after SGDK 2.3 was released, or did you add UV support to something you were already working on? Just curious how SGDK the 2.3 release influenced your activity.

I like bubbles :)

Off-Topic / Re: What I've been doing since LoK:Revival
« on: 2017-04-12, 05:55:22 PM »
I tried loading the project into the latest version of Unity, and things seem to be alright now. I might have to pick up where I left off on this project. However, you can tell even at run-time, looking in the direction of the castle has some serious optimization problems. I get about 1 FPS outside the castle looking in its direction from a ways back.

But I'm pleased I was able to build a WebGL version of the project! I think it may run slightly slower than the old web version, though. How is it on your system?

Off-Topic / Re: What I've been doing since LoK:Revival
« on: 2017-04-09, 07:00:00 PM »
It's at
It takes a minute to load after the progress bar is done (at least on my system).
If you go into the castle behind the starting point, and into the large room in the center of the castle, then follow the right wall through another door, down some stairs, and around a huge room until you find a magenta box, then you can enter the dungeon I'm talking about by touching the magenta box.
I gave up working on that project when it stopped being manageable in Unity. I think Unity won't even load the project any more. I should try again with the latest version and see if it's gotten any better.

Off-Topic / Re: What I've been doing since LoK:Revival
« on: 2017-03-31, 05:41:38 PM »
Funny, I too started a project in Unity a few years back and I too created a dungeon generator... a 3-D maze generator that generated a 3D array of rooms with various walls, doorways and light sources.

News and Announcements / Version 2.3.0 Released
« on: 2017-02-20, 09:53:54 PM »
This version represents a relatively significant SGDK2 release, primarily introducing some real-time lighting features. Although there is no flashy demo included in the release, there is a new "Lighting Patterns" template that will help people get started with the new features, as well as a new tutorial to manually walk through each feature related to lighting from scratch. I've posted a video walking through and taking a look at the features available in the Lighting Patterns template project: See a full list of what's new in SGDK 2.3.0 at the what's new page in the online documentation.

Version 2.3.0 is almost ready to release, but we need some fancy demo to show off what the new version can do. Check out my request/offer to artists at
Here's my programmer art demo, but we can do better than this, surely.
Texture and normal map:


General Discussion / Re: FMod features in SGDK2
« on: 2016-11-05, 07:22:01 AM »
Servicerci, that comment doesn't make any sense. Can you prove that you're not a bot before I delete your account?

Projects / Re: Game Submission: Cummador's Game 1
« on: 2016-07-01, 05:01:20 PM »
I was able to run from the installer. but I had already installed GameDev (SGDK 1) which may have impacted how it worked.

Projects / Re: Game Submission: Cummador's Game 1
« on: 2016-06-29, 06:41:55 AM »
If you like I can also post similar information on the Scrolling Game Development Kit Facebook page. Or (if you have the ability to post there) you could post there yourself; just make sure to note that it's a version 1 project.

Projects / Re: Game Submission: Cummador's Game 1
« on: 2016-06-26, 07:05:50 AM »
Hm. By default it was running at about 1 FPS. Then I switched the mode to 32 bits per pixel and it runs at 60 FPS - much better. I only had time to play it for a couple seconds, but it works! Have you ever considered using the install packager to distribute it more easily to people who don't have SGDK? I re-installed SGDK 1 just to check this out, so I might be able to run through the install packager if you aren't set up for it.

Projects / Re: Game Submission: Cummador's Game 1
« on: 2016-06-25, 06:27:44 AM »
Great story, thanks for sharing how SGDK inspired you! Have you tried submitting the game at Sorry, I can't remember if I left that site in a state where submissions are accepted, and, as the admin, it's hard for me to view the site as a normal user.

Edit: I see you posted in the SGDK 1 forum implying that your project is not for SGDK2. In that case, I'm afraid I don't have a good answer for you. It's been too long since I added to the version 1 project listing, and the listing isn't really working very well any more, nor is the software in some cases. But you should be able to find a game/software submission site without too much trouble, and then just link to your game from here if you manage to get it uploaded elsewhere.

Game Development Artistry / Re: DRM
« on: 2016-03-21, 07:11:09 AM »
I've spent time in the past trying to protect my software but in the end it's all for naught because the software is never popular enough to warrant protection anyway. And upon further reflection about what really matters, these sorts of protections basically work against everything I try to accomplish, so I've given up on them. Maybe I'm still naive, but I think you gotta be lucky to have someone interested enough in your work for it to warrant protection, and then it might be worth some effort. But until then, I think it's rarely worth the effort. Until then, we should be doing everything we can to spread and share interest in our work rather than restrict it. See as an example.

Now it's possible that, lacking an element of mystery (see Apple, Inc.), software is *less* interesting, but I don't know enough about marketing to speak on that subject.

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