I think it's possible. Especially 'Core.asyncCall' will be extremely handy in such type of games. And Spine animations look really awesome, smooth as silk.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
i've always wanted to make a pnc game once in the future, and the only framework i know is gideros, still probably i'd try to do it first with a framework tailored for pnc games especially. like ags or visionaire or maybe age.
What bothers me is the setup of the scenes: I can't think of a way to set them up quickly.. maybe with tiled but I have to think it thouroghly
Imo it's better to compose scenes in Photoshop anyways, game editors all suck compared to PSD workflow. I do everything in Photoshop, x/y coordinates are the same, I just copy them. Of course it may take a little bit longer then importing sprites via game editor gui. But it's like 3% of actual work. 97% is photoshop designing and lua scripting.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
What bothers me is the setup of the scenes: I can't think of a way to set them up quickly.. maybe with tiled but I have to think it thouroghly
you can create your own scene editor, it's not hard
I first take a screenshot in Photoshop of the scene. then I put a screenshot background in Gideros. Then I set the objects in the scene, focusing on the background. A simple Gideros class lets you drag sprites around the scene and display their coordinates.
For a similar need, I used GIMP to set up the scene, using layers to place my objects and a self-made plugin to export the whole scene and metadata to something gideros could read.
For a similar need, I used GIMP to set up the scene, using layers to place my objects and a self-made plugin to export the whole scene and metadata to something gideros could read.
Before, I placed sprites in the mominis level editor It exports the level to xml files
I would recommend using Tiled. You can make all kinds of layers in it and Gideros already has a built in renderer.
I also have the problem with graphics.. if there was one thing I could have as a game developer, it would be a graphics artist who was as keen on making games as I am.
@oleg, of course it is. You can load images and use them as layers, it really is a versatile tool. Once I even used it to layout GUI elements which worked out quit well.
i think for pnc games it is especially true that coding is only a small portion of the work, and if you really want to finish the game instead of just to practice coding, it is probably a waste of time to make your own framework for it. so write the script, the puzzles; and maybe when that's at least 50% complete (but i'd do it at 90%) then you can look for a gfx artist and start to code it. but that's just my opinion, the guys cited by @jdbc e.g. started by finding the right framework and making an engine on the top of it. i guess they will learn a lot during the process but never finish the game.
i think for pnc games it is especially true that coding is only a small portion of the work, and if you really want to finish the game instead of just to practice coding, it is probably a waste of time to make your own framework for it. so write the script, the puzzles; and maybe when that's at least 50% complete (but i'd do it at 90%) then you can look for a gfx artist and start to code it. but that's just my opinion, the guys cited by @jdbc e.g. started by finding the right framework and making an engine on the top of it. i guess they will learn a lot during the process but never finish the game.
You are right, if you want make a Point and Click game just use an already working engine like the following:
Creating your own point'n'click engine wouldn't be very hard in my opinion. Using some other framework is fine if it suports all of the features you want (deployment to mobile and desktop, ads, in app purchases) but if not.. then write your own in Gideros.
I'd also not even begin the venture until I had an artist onboard either
I'd also not even begin the venture until I had an artist onboard either
the artist needs to give the game you have already painted.
-is so cheaper -the artist just overwrites your drawings but professionally. -so easy to make changes in the game,(Until the game is drawn, you can easily make changes to the plot and gameplay) -- the artist is not a screenwriter, he does not invent a game for you, the artist must get specific tasks which element of the game how to draw.
@oleg, i do not think a good artist only 'overpaints', he also knows much better than a coder how to arrange things, choosing different planes, etc. the articles i've posted already explain quite well how integral an artist's work is to the whole game (and so it cannot be separated), especially in a point and click adventure game: https://adventuregamers.com/articles/list/a_look_at_graphics
@oleg, i do not think a good artist only 'overpaints', he also knows much better than a coder how to arrange things, choosing different planes, etc. the articles i've posted already explain quite well how integral an artist's work is to the whole game (and so it cannot be separated), especially in a point and click adventure game:
You're wrong, I worked with artists and I know how everything is arranged
the artist can create a drawing style for you, but you must give the artist an already completed diagram of where and what element of the game should be on the screen and what size
if you want the artist to make a creative search for the concept, then you will have to pay him for each sketch which did not fit you for the game.
You both have good points and I think that yes, you should definitely perform a lot of design before you let an artist loose on a project with no boundaries. As @oleg said, you don;t want to be paying for loads of stuff that you didn't want or need.
You both have good points and I think that yes, you should definitely perform a lot of design before you let an artist loose on a project with no boundaries. As @oleg said, you don;t want to be paying for loads of stuff that you didn't want or need.
There is another point - the artist will not wait until you finish the game, if the artist draws part of the game and then you do not have time to give him work - he will go to another project. And another artist will not be able to draw you in the same style to finish the game. Therefore, the artist should be given a complete task at once for the whole game, not for parts.
Comments
Especially 'Core.asyncCall' will be extremely handy in such type of games.
And Spine animations look really awesome, smooth as silk.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: oleg, MoKaLux
I do everything in Photoshop, x/y coordinates are the same, I just copy them. Of course it may take a little bit longer then importing sprites via game editor gui. But it's like 3% of actual work. 97% is photoshop designing and lua scripting.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I first take a screenshot in Photoshop of the scene. then I put a screenshot background in Gideros. Then I set the objects in the scene, focusing on the background. A simple Gideros class lets you drag sprites around the scene and display their coordinates.
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Thank you
Likes: pie
It exports the level to xml files
the company has disappeared, but I have a level editor file
https://drive.google.com/open?id=1nSXVx_T5Ye4XOQNxD4mqtGLTfs_4Y5dm
Likes: pie
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I also have the problem with graphics.. if there was one thing I could have as a game developer, it would be a graphics artist who was as keen on making games as I am.
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: MoKaLux
https://www.groebelsloot.com/2015/11/29/developing-a-2d-point-and-click-adventure-game/
https://adventuregamers.com/articles/list/a_look_at_graphics
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://github.com/godotengine/escoria
Fragmenter - animated loop machine and IKONOMIKON - the memory game
so write the script, the puzzles; and maybe when that's at least 50% complete (but i'd do it at 90%) then you can look for a gfx artist and start to code it.
but that's just my opinion, the guys cited by @jdbc e.g. started by finding the right framework and making an engine on the top of it. i guess they will learn a lot during the process but never finish the game.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
BladeCoder:
Escoria:
Likes: pie
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I'd also not even begin the venture until I had an artist onboard either
Likes: oleg, MoKaLux
-is so cheaper
-the artist just overwrites your drawings but professionally.
-so easy to make changes in the game,(Until the game is drawn, you can easily make changes to the plot and gameplay)
-- the artist is not a screenwriter, he does not invent a game for you, the artist must get specific tasks which element of the game how to draw.
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
https://adventuregamers.com/articles/list/a_look_at_graphics
Fragmenter - animated loop machine and IKONOMIKON - the memory game
the artist can create a drawing style for you, but you must give the artist an already completed diagram of where and what element of the game should be on the screen and what size
if you want the artist to make a creative search for the concept, then you will have to pay him for each sketch which did not fit you for the game.
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
And another artist will not be able to draw you in the same style to finish the game. Therefore, the artist should be given a complete task at once for the whole game, not for parts.
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
You would get the artist to do all of the major stuff and then hope they would be available to add extra scenes as required.