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kseh

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About kseh

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  1. Mobile Kids Coloring Book Mobile Games

    If I feel like I have to supervise my kids while they play a game, well that doesn't mean I won't do it but it's a sure thing the kids will be playing the game less. I just don't always have time to watch them carefully. I am of course just one parent and I make decisions I think are best for my kids. I'm aware what I do doesn't work for everybody. Proper demographic research will serve you better than just one or two opinions. Maybe some research is needed on how these ads are presented and what you can do. Like, are the ads that you're seeing because it's your device? Can you tune what type of ads are shown? Personally, I cant think of a particular way off the top of my head that I would approach monetization of a coloring book app.
  2. 2d sprites

    Depending on the library or engine you're using, you should be able to set a color to be transparent. When creating graphics files, some file formats will save transparency information but how you load that image into your game may effect whether the transparency is used. Personally, I'm using SFML. In the code when I'm loading graphics into my game I make a call to sf::Image::createMaskFromColor() to make one of the pixel colors transparent.
  3. Mobile Kids Coloring Book Mobile Games

    In general my kids haven't played too much with the one coloring book app (on my phone) that happens to be part of a package of other games I have. The few times I've seen them play it I tend to hear complaints about it being too difficult to select the colors that they want. So I recommend focusing on keeping the UI easy to use rather than making it cute. They know that there's assorted pictures that they can color but they don't seem too interested. Some of that may be the UI again. The game package happens to include a "find it" game where the image starts out uncolored and colorizes the objects that you find. They've have on occasion played this game a few times in succession. The game package has a few games that have no music at all but sound effects are still used. Personally, I'm highly cautious about my kids playing games with ads. Think carefully if you plan on adding them in. Banners take up valuable space you could be using for your UI and although I am concerned about my kids accidentally buying or just wanting things, I worry more about a video commercial's content being appropriate for them. I seem to remember playing coloring games when I was a kid. If I remember right, the amount of time I had available to play anything was a factor. I enjoyed seeing the picture evolve as I filled in spaces but it would take quite awhile to work on the pictures. Too quick and it wasn't worth it. Too long and I'd run out of time. And if I knew I'd run out of time, I'd rather play something else rather than start. It was also highly frustrating when a floodfill would find some little space to get out of and fill an area I didn't want it to. I myself tried some kind of fractal coloring app maybe a year ago or so. I didn't play it long I think partly due to UI frustrations and that floodfill problem again.
  4. I will say organizational skills. While what we write very closely resembles algebra, if it's not organized very well it will be difficult for you or other programmers to come back to what you've written (assuming they can find the relevant piece), understand it, and reuse it.
  5. So... a game with a fighting mechanic at it's center and the player goes up or down rank depending on wins and losses. Seems to me the player's primary goal will be simply to become number 1. Somewhere in there you'll probably be trying to make the various battles interesting through the introduction of characters with different skills or abilities. Maybe there's back story to those characters that takes your plot somewhere. Maybe the environment you fight in comes into play somehow and can be expanded upon in some way.
  6. To use or not use RNG in combat?

    Presumably, the unit type that you're producing at whatever point in the game will cost sufficient resources that loosing that unit will be undesirable. As a player, if you realize you're in the above situation with only a 50% chance of winning a battle, would you really attack? What about with a 75% chance? You still end up doing the math in your head to make the yes/no decision to proceed. And that math reduces to, "is my unit strong enough to win? " To me, with either random chance or known result I think you end up with the same thing. What I want though (personally) when I play a strategy game is to know that my choices are the driving factor in whether I win or loose.
  7. To use or not use RNG in combat?

    I do find dice rolls to be fun when I'm actually throwing the dice. But if I'm playing a strategic game, I tend to avoid attacking unless I already have a pretty good idea about the outcome. The game isn't about counting on a lucky dice roll it's about getting the strongest pieces into the right position the fastest. I may be wrong about what my opponent is planning or encounter something else unexpected but it seems like the general idea is to see if your plan succeeds or fails on its own merits.
  8. Bad Design vs. Niche Design

    I'm thinking that, in general, a game can be considered a composition of art, music, writing, and the interface. And it should be possible to find general principals and theories that guide the production of each of those elements. So, would the practice of tying these elements together then be a part of a director's role? I don't know anything about directing theory but a couple results came up on Google suggesting it's something that can be studied. Maybe most of us consider art, music, writing and programming when creating a game but perhaps, like marketing, we don't give proper consideration to directing, particularly when it's a small team. It seems reasonable to me that poorly executed project directing might end up being perceived as bad design.
  9. Gameplay Canadian GameDev going American !HELP!

    Some universities give credit for completed college education. If there's a particular university degree that you're interested in, find out what alternative paths they have for entry if your current grades or courses aren't sufficient.
  10. Can the “No kill rule” be violated?

    It doesn't seem unlikely to me that a person might act in some way and, perhaps out of convenience or ignorance, disregard that their actions may in some way be against their own ethics. In general, I would presume that the writers of comic books are focused more often on providing an entertaining story though perhaps on occasion there is an attempt to look at something less escapist.
  11. Bad Design vs. Niche Design

    Taking a step back from games for a minute. You might have a chair that is a finely crafted work made from the highest of quality materials, has beautiful aesthetics, has exceptionally comfortable ergonomic qualities and it can be such an outstanding piece of work that it is regarded with high cultural value. You could also have a rock as a chair. Less comfortable but generally functional if it's the right size. I think it's fair to say that both of these examples are functional and if you were inclined to decorate your home using either, they would both be "niche" in that you're not going to see too many people decorating their houses with either of these products. The finely crafted chair might have had greater considerations put towards its design and is more advanced than the rock but the rock is not necessarily a "bad" design. On the other hand, any chair that collapses when sat upon, that would be considered a badly designed chair as it does not meet the basic functional requirements. Tic-tac-toe is arguably as advanced as the rock but it is a functional game. Checkers is indeed more advanced but it too has actually been "solved" as such to always result in a draw as well. So, what I am to a child's ability in tic-tac-toe a computer oponent is (or can be) to my ability in Checkers. It's not a matter of bad design but certainly a matter of more advanced or more effective design, whether initially intended to be that way or not. So I say that it's a matter of clarifying "bad game design" to mean that a game was not crafted in such a way that it has met its intended goal, which is presumably of entertaining an audience.
  12. Is there a doctor in the house?

    Taking a wild guess, I might think it could be: - A desire to be in control of something. - An effort to get attention by being a nuisance. - An attempt to solve a mystery (all buttons do something, what does this one do?) I'm figuring, rather than looking for a name for a specific behavior, maybe it'd be more useful to understand the purpose of the behavior.
  13. I remember playing Ultima 7 and they had a backpack inventory system (2d graphics) where you'd just drag and drop everything into a backpack and you'd have to rummage through it to find what you're looking for, at times never finding it because various graphics look very similar to each other. Kinda cool in that it's a little more realistic, except when you stuff numerous swords in. But it was quite a pain and somewhat annoying to actually find anything. And I swear things got permanently lost on occasion which is very disconcerting. I do kinda like the inventory systems where you have a 2d grid representing backpack space and you have to make sure the stuff you have fits within that. It's a bit more organized ad easier to find things than the backpack idea. Maybe some kind of 3d version of that could be interesting.
  14. One Day

    RPG style personal, hobby project that is a story on rails that will be based on the day my twin sons were born. Original target for completion was Jan 25th, 2018 but is now looking more like 2019. Currently developing test bed project(s) to end up with a library of code that will be used for the final result. The general idea is to move the main character through the scenes to talk to the people to progress through the story. The progression itself should be very straight forward with no real puzzle or challenge elements to them. This project is not an effort to provide entertainment to others as much as it is to just tell the basic story and to be an exercise in some basic RPG elements.
  15. Any plans for an Android version? I know a port isn't an easy thing to pull out of thin air but I was hoping to find it on the Play store a couple weeks ago.
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