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Member Since 19 Jul 2012
Offline Last Active Jul 07 2013 11:46 AM

Topics I've Started

Contacting media?

04 July 2013 - 02:33 AM



I am the Lead Programmer of the upcoming game Karmaflow. We started an Indiegogo campaign and are trying to raise funds for the music, because this will be a big part of the game. We did not start full production of the game yet, because we first want to know how many musicians we can involve (pay). The game will be made with or without a successful indiegogo campaign, but if the campaign is successful we would be able to pay more awesome musicians! Please take a look on our indiegogo page if you like to know more!


Now we are trying to spread the word about our project. But it seems like the most game websites are not picking up on our story, we send them a press release and it also appeared on websites such as gamepress, but the majority of game news websites doesn't seem to pay attention. I understand it might be less interesting for them to talk about a small project that did not even start production yet, then for example GTA V or whatever big news they like to post. But in the other way this makes it difficult for new developers to let the world know about their game. 

Which next step would you take?

Thanks in advance




Our indiegogo page: http://www.indiegogo.com/projects/karmaflow

Flash(Punk) Low FPS issues

23 March 2013 - 12:25 PM



I am working on a game in Flash, and I started the project a while ago and just picked it up recently.

But back then I chose to use the flash engine Flashpunk to create the game, because someone told me it was very helpful for making a flash game. In the end I dont see much reason why I would use it ever again, because I could have done the same thing in Flash, next to that Flashpunk doesnt exist anymore so I cant find much specific information about developing for flashpunk anymore..


Now I almost finished the project before, but there where still some things left to do. I thought I already fixed the low fps issues, but I guess I did not because they are still there.


Now when i run the game the amount of entities always stays around 130 -300 entities (Including all particles) and the Memory seems to start at around 70mb and then increase to somewhere around 150mb, and then it suddenly goes back to 70 and starts increasing again. The FPS is 60 when nothing is happening, but when i start moving or when alot of enemies appear it can sometimes drop to 30-20FPS.


Its a simple game, apart from some enemies appearing and shooting them down nothing much is happening, also no difficult calculations or anything. I might be doing something wrong but I do not think my code is too heavy or something like that.


The game is playable, but I have a PC that runs most new AAA games on high settings, and a simple 2d flash game is slow when more then 10 enemies (which consist of 1 image and some sounds) appear... Does anyone have any tips or ideas what the problem could be?


Thanks in advance



Free cloud to test Unity and SmartFox?

11 March 2013 - 06:26 AM



I am working on a game, and we are creating this in Unity, and we are planning to use SmartFoxServer for the multiplayer.

The multiplayer is a turn based game, similar to Draw Something or Wordfeud.


Now I can test SmartFox trough localhost on my pc, but I dont know how to test it on mobile devices without hosting smartfox on a remote server.

Now I found Amazon EC2, and this looks like a very good choice, and it even has a free version to try it out!


But if you want to use the free version, you still have to give in your credit card details. Now at first I do not have a credit card (I am dutch and in my country not every one has a credit card)... Second I am not the one who is going to pay for the servers when the game is released, and third Amazon says and I qoute 

If your monthly usage goes beyond the free tier, your AWS service charges will be billed to the credit card you provide below.

So because I do not have alot of experience with this kind of services I do not dare to use some one elses credit card just to try out the service. because if I accidently go beyond the free tier he will have to pay because of that.


Does anyone know another service like Amazon EC2 which can be used for Unity and SmartFox, where I do not have to give credit card info or something?


Thanks in advance!




EDIT: Lol, first thing I see after posting this topic is a advertisement of Cloudant. Would this be a good choice?

Turn Based Mobile game

21 February 2013 - 09:38 AM



I am working on a game created in Unity3D and I am familiar with programming for games, but I have never really worked on network functionality for any kind of multiplayer before. And I would like to have some advice how to start with this. I am the only programmer in our team, and even though most programming problems I always see as a challenge, to be honest working with networking always seems a bit more difficult and scary to me.


The multiplayer functionality of the game works somehow similar to Wordfeud or Draw Something. A turn based game where you can challenge friends or random players to play a game with you. Everytime someone makes his/her move, confirm it, and then the other player makes his/her move etc.


Now I was first looking into network engines like Photon, but someone told me I would be better off, and alot cheaper if I just work with databases. But I am wondering if you have alot of players on those databases, wouldnt you still need some sort of big server where all players can connect to?


I have some experience with databases concerning webdesign, but nothing in the field of games. So what I am looking for is some tips sending me in the right direction into creating a turn based game for android and ios in unity3D


Thanks alot in advance!




Touch controller, how to calculate it?

31 October 2012 - 10:46 AM


I am working on a mobile game in Corona SDK and I want to make a controller for moving the character similar to the one used in the Grand Theft Auto 3 mobile version.

Example in the left corner:

What happens now is, I create an object on the screen where the user touches the screen. It remembers the x and y position from where the player starts touching the screen. Now when the user moves his finger it will follow the users finger this works fine.

But now i want it to keep following the direction of the finger after the finger reaches a certain distance from the starting position.
Now I know how to calculate distance, but how would I make it too keep following the direction of the finger, but not follow it completely after for example a distance of 30 pixels from the starting position. So it stops at 30 pixels from the starting position, but if you would draw a line from the start position to the users finger position, the control object would be on the same line, but not further away then 30 pixels from the starting pos.

What i have now is this:

local moveControls = display.newCircle(0,0,10)
local moveCntrStartX,moveCntrStartY = 0,0
moveControls.isVisible = false

Runtime:addEventListener("touch", onTouch)
function onTouch(event)
	 if event.phase == "began" then
		   return true
	 elseif event.phase == "ended" then
		   return true
	 elseif event.phase == "moved" then
		   moveMoveControls(event.x, event.y)
		   return true
function moveMoveControls(xPos,yPos)
	 local dx = xPos - moveCntrStartX
	 local dy = yPos - moveCntrStartY
	 local distance = math.sqrt(math.pow(dx,2)+math.pow(dy,2))
	 if distance < 30 then
		   moveControls.x, moveControls.y = xPos,yPos
		   --Here I do not know how to calculate that the moveControls are still "pointing" at the users finger,
		   --but are not going further away then 30 from the start position.
function removeMoveControls()
	 moveControls.isVisible = false
function placeMoveControls(xPos,yPos)
	 moveCntrStartX, moveCntrStartY = xPos,yPos
	 moveControls.x, moveControls.y = xPos,yPos
	 moveControls.isVisible = true