Jayextee, on 02 April 2012 - 06:18 AM, said:
If you don't mind some seriously stupid questions, then I can bother you at the forum if that's cool. As I stated, I'm a bit of an idiot; although I'm simplifying the matter here, that I'm not well-suited to an overload of new information like E02 presents. Go dyslexia. If you don't mind breaking everything down into step-by-step newbie instructions, I can learn.
I really don't mind that; I've been trying the same thing with the same people that have shown up on the forum so far, although I don't know where they are at the moment. If more people stuck with it they could help each other out and the whole thing would just get easier for everyone :P
Jayextee, on 02 April 2012 - 06:18 AM, said:
One question though; would you recommend starting from scratch with a simple platform game (I actually want to do something in the vein of Ghosts 'n' Goblins if I do) or wait on the new Sonic template and edit that to find the ropes?
That depends on what aspect of development you really want to get into at the moment. There's also a "blank" template that you can start making a brand-new game from, but it's extremely generic and doesn't have a base gameplay of any type. If it's Sonic you want and you're doing your own levels, I'd say it might be best to let me help you work out how to create levels for the existing template, since the most important part of the process won't change. I'm enhancing the level editor a bit, but not in such a way that learning how it works now will cause any problems; it should just become easier to use later. Any level work you do can be dropped right into the new template
Candescence, on 02 April 2012 - 08:00 AM, said:
And I am aware that C2 only have HTML5/WebGL as an export option at the moment is a rather sore point for some, but that really should not be an issue for fangame makers, as far as I'm concerned - as long as it runs well and more people than just Windows users can play the games made from it, I really couldn't care less if it's not an EXE.
Azu, on 02 April 2012 - 04:22 PM, said:
I personally hate that they when HTML/WebGL. I don't care for web development in the least. Plus, I rather not have to use a web browser just to test something.
A big drawback with these systems moving to "HTML5" is that by doing that, they're stacking interpretation on top of interpretation. The java/flash VM is running their runtime handler, which in turn is running your scripted game. Even if you were to trust them to build their runtime well, you'd also have to trust the java/flash VM to be built well, and you're still running through two levels of overhead just because the developer didn't want to go through the trouble to make native multiplatform versions of their system. That can hurt performance quite a bit. Also, the notion of re-branding all of HTML, CSS, java, etc under the name "HTML5" "because it's easier" (as I've read) raises a big red flag for me