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Sollum

Member Since 21 Apr 2011
Offline Last Active Yesterday, 02:49 PM

Topics I've Started

Copyright on minimalist shapes in games

23 September 2014 - 01:13 PM

Good evening,

 

I've checked the FAQ, but didn't quite find what i was looking for.

 

I am about to release a game, but there is one issue.

 

Graphics i made myself are quite... simplistic and minimalist. And here is the issue. Copyright. 

Imagine a blue square, with black dot at the center, and black border around it.

My graphics consist of such simple elements, and the question is, are such graphics copyrighted by someone? Is it safe to release game with such minimalist shapes? 

 

If i get cease and desist letter, will it be enough for me to just add some stylish black stripes to that square, in order to avoid the lawsuit? Only interested in USA Law at this point, because google play plays only by its law.

 

I am asking, because some idiot in my country managed to copyright black shape of flying moth (facepalm)


Teaching player the controls

05 September 2014 - 01:09 PM

Good evening lads,

 

I've been developing mobile game for some time and i have issue with tutorial level. Game uses Tap'n'drag'n'dontreleasethefinger functionality, kind of same as analog stick, and i have no idea how to present it properly.

 

I managed to explain where to place the finger, and what to do, but "testers" are just trying to drag it through the whole screen.

Its important to note that none of those people ever used analog sticks in their live.

 

Maybe someone saw mobile games that use such features and have a descent tutorial level?

Or maybe someone has any ideas?

 

The only game i recall is Heavy Gunner 3D... and it has no tutorial...


Stench of poor stories and how to cure them?

23 March 2014 - 09:54 AM

Good afternoon lads,

 

I'll be straight forward - how do people notice difference between good story and utter crap and how to avoid getting into latter category?

 

For example, you sit down and read "Spawn" comic book, without rose tinted glasses. You can clearly notice its a story that has quality in it.

Try googling for fanfic. It stinks! Even with the best grammar and accurate use of characters, even without bullshit powerups - it sucks!

 

It's not only that. Another example - anime.

Most of anime are based on manga. Sometimes Anime show different stuff from manga. Those are called fillers.

Fillers have good animation... but story stinks!

 

Maybe there are some "key points" in "non crappy story"?


Texture Flickering issue

18 January 2014 - 05:09 PM

Good evening lads,

 

Recently i've stumbled upon one issue that is starting to drive me angry.

Textures in game have flickering edges. I even resorted to simple tests.

 

Here is a video of my issue 

 

As you can see, edges of circle become flat and round again and again.

 

I am using LibGdx for "faster" development cycle.

 

Texture loading looks like this

Spr = new Sprite(new Texture(Gdx.files.internal("data/imgs/img.png")));
Spr.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);

If i change filtering to "Nearest" it "does" the trick, but then i can't scale image properly. It becomes pixelated.

 

I made a screenshot from game and slapped my texture a top, it seems that unneeded pixels are drawn.

 

problim.png

 

 

Maybe someone has any ideas where to search for a solution?

Maybe its not even "flickering" and has some other term to it?


Game timer dilema

30 October 2013 - 02:55 PM

Good evening,

 

I have a simple dilemma, i cannot solve myself. Or rather, make up my mind.

I am making a game for both desktop and android devices. In my first game i was using "fps based movement". Which resulted game to run faster on some devices, due to the fact that not every device was running it on 60 fps.

 

I don't want to make same mistake, because this time it's not a puzzle game and its more action orientated.

But "distance traveled per time" is double edged sword. If device lags for 3 seconds, i might get dead.

 

Other option i thought of, hardcap FPS to 30. But then... how do i manage stuff like "buffs" and etc?... base them on time or frames passed?

 

Anyone could give me advice?


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