alastair's Forum Posts

  • Thanks for the response.

    f objects are far away so their bounding boxes do not overlap, the engine can reject the collision test with a simple rect test.

    Can someone clarify what he means by "rect"?

  • This is a good topic, I think I'll have to move away from the standard collision system too. It impacts performance too much with a lot of objects.

    Are you sure Ashley is using something as inefficient as that 500 x 500 (250,000) collision model? What if he's already doing something decent?

  • Thanks for the comments.

    It's an arcade style game so it's not filled with massive bloated levels, it's designed to be replayed a bit. The only problems I've had with node-webkit is the Mac version has mostly all black/gray graphics (whereas it runs fine in Chrome for Mac) so I'm hoping that eventually it'll be upto par with Chrome.

    And the only problems with C2 projects I have is keeping the objectcount to around 100-200~ (which means coming up with creative ways to limit objects that aren't being seen, I think that's usually good count? but Arima probably knows more in this than I do) so that it will run well on most things. However to keep the object count low I did use a number of large textures (1000x1000) too which probably doesn't run great on old intel/integrated graphic systems (I think I use less than 100mb of memory in total, last I remember).

    The code can impact it a lot, eg: like doing to many collision checks with a lot of objects, but I learnt a ton from finishing this game so I imagine it'll be a heap easier to make my events less bloated and more efficient next time. For my next game, I've started using the preview on lan feature with my tablet which helps keep things in check.

  • Would be cool if Dave came back to work with Scirra again :(

  • It must be hard to do, as node-webkit uses chromium too but the mac/linux doesn't work as well as Chrome does.

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  • Thanks peoples. I didn't use spriter, I started working on this in June 1 2012, before it was around. I don't know what "pin" is, I just manually animated half of it, and set positions with the rest.

  • [TUBE]http://youtu.be/WKGytUEQZIE[/TUBE]

    angvik.us

  • I finished making a platformer game.

    <img src="http://i.imgur.com/FCT83EL.jpg" border="0">

    <img src="http://i.imgur.com/3wmFA5J.jpg" border="0">

    Only runs on Windows (I'm using nodewebkit).

    If you want to try it: http://angvik.us/

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  • If the future is HTML5 then its also webGL.

  • The strength of the videogame artform is how much more engaging it is for the brain, because instead of simply observing others, you are the one that is making the decisions and dealing with the lasting consequences. If your actions or choices have little impact on the game, then it will be less interesting/engaging/immersive.

    However, many people that are use to spending a lot of time watching rubbish TV (which literally uses next to no brain activity) or have the desire to remain weak, will probably enjoy games that require very little effort and would probably prefer if they were invincible and can simply walk through the game if possible (in which case it would be a bad game and you'd be better off just watching a movie). So while people want terrible game breaking things like cheats, it's not what they need (or is good for you) they don't realise how much satisfaction can be gained from using skill and effort.

  • Your logic is saying that you are invincible with a score over 24, because if you lose life it will just add it back.

  • I end up just keeping all the tabs closed except 1-3, so it's a lot easier to work with that way.

  • What's the pick by comparison do?

  • Would it work with the node-webkit stuff?