Aphrodite's Forum Posts

  • for an environnement that big, I would recommand indeed using tilemaps if possible to create the look of the environnement, it is less troublesome yet you will benefit from the fact they have "automatic render cells applied" (based on collisions cells technically, but that means that tilemaps can scale pretty well to very large sizes relative to the window size).

    in a zelda game, IIRC the ennemies are created when arriving to the screen, so you should not have many issues with them as they should be only present in the same part of the world as you, innfact, in most older games this "what is on screen exists, yet what is not doesn't" applies and that means that the system has much less things to handle.

    I would say very doable technically wise, of course demands works and efforts to be done correctly as most of the interactions are not handed to us with premade behaviors in that case, but if you know well zelda, you should be fine recreating how it works basically I would say.

  • eliasfrost I was wondering, how does it goes "responsiveness to the controls" wise, I cannot say I did play the Dos or apple versions of it, only the game boy color and the master system version (well I also'played prince of persia classic, but clearly the controls feels easier)

    I can finish the game boy version without any trouble while the master system one is really hard to control, as the "latency" is far too unpredictible (perhaps comes from the fact that it was played in a 50Hz configuration which made it slower).

    So I wonder how did you do to make it playable (since this methos of movement used in prince of persia is actually pretty easy to break), do you just test the state of the inputs at each "tile" to predict what will be done?

  • Kind of nice suggestion actually, I approve it, nothing ground breaking but useful when you forgot to do it.

  • Ashley it just feels weird to me that implementing a decoder with javascript (even asm.js) can outperform a direct browser implementation, however, for the sake of only using one audio format, I agree (well, we still will need m4a for when the web audio api is not supported nor the chosen format).

  • currently running the test, however you know there is something really wrong when ashley is thinking about having a javascript decoder for the ogg vorbis sounds to compensate for the chrome slow decoding.

    EDIT : posted, 51,79 s on chrome to decode against 12,69 s on firefox, definitively a stupid time to wait when the download time was between 10,03 s and 13,28 s.

    since AAC made chrome for android crash once during the decode, I did not insist.

    TiAm I just saw that my phone is actually using 1 cpu I think, so testing on it may be useful perhaps?

    EDIT:reported it on the chromium bug report

  • I will add that for 2, off screen object are not rendered, to check if rendering is needed, the first thing it checks is if the object is invisible, then if it is off screen, then the size, it might be possible that just checking if it is on screen or not to change the visibily manually will be slower than just letting it be.

  • basically, linear sampling will do a linear interpolation of the colors between the pixels to draw them, even if the ratio is not an integer, this operation works OK.

    point sampling however, much like a nearest neighbor interpolation, will set the pixel color to "the same of the nearest one"

    so if the size ratio between the original and the actual one is an integer, it just draw "larger squares" or "smaller squares" to represent the pixels

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    if you know what I mean with this representation

    , if the ratio is not an integer though, the result may be "distorded"

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    I hope you get the idea.

  • I do not have C2 right now, but my guess would be that there is a "more than just contact" between the player and the crate (like, since the physic is off, the player can go inside it a little, then physics is on, and the abberation of the player being inside the crate makes the crate react in an unusual way to repulse it).

    my guess would be that you would need to get the player at the border of the crate before enabling physics.

  • I think I remember something that might explain why it is impossible to switch at runtime between canvas2d and webGL renderers (I think it was asked before in the topic):

    IIRC C2 cannot do a proper memory management without webGL being active (on canvas2d, I think it has to have every single texture in memory at any given time, or perhaps it can never unload them from memory, I do not remember exactly, I think the first one is correct, the second one was IIRC a specific ejecta hack). This is also why canvas2D is not an option to consider (well, one of the many reasons).

  • my guess would be that they means true or false, there are no global booleans in C2 (oversight IIRC) so people use generally 0 and 1 to represent it. for exemple pause = 0 could mean the game is not paused, and pause= 1 means the game is paused.

    however, 1 or 0 are just a choice, it could be -1 and 1, or 0 and 2, that would work too in theory.

    just my thinking of it.

    also in conditionnal expressions, 0 means false and every other number seems to mean true, so there is possibly that too.

  • does the fan game uses ny assets, or names or something else that does not belong to your team? if so, any kind of revenue out of it will be seen as taking profit from others work.

  • I do not actually remember that error existing in the web variant of box2d, only in the asm.js one, it might be better to actually look into why there is one in the first place.

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  • about 4 to 9 fps on my galaxy tab 3 on chrome, not a big worry though as it is a benchmark after all.

  • Nesteris it was just changing when the next frame will be requested, it was requested late before, which could be too late on some circumstances, now it is the first think it does, so there is indeed nothing related to the framerate done by C2, C2 just asks the browser to do it, how it does it however has been changed.

  • as far as I know, the signalling server just helps connect the peers together, everything beyond that is peer to peer and not handled by the signalling server, and what you can buy is something that you install on an actual physical server.

    which also should mean that it technically works the same way as if you used the scirra signalling server (unless there are issues on scirra's one).

    could be mistaken though.