Arima's Forum Posts

  • The problems with else were in CC, any problems with c2's else were worked out quite a while ago (though there potentially could be a problem no one's found yet).

    I'm afraid I don't understand your pseudocode. Are the indents supposed to be subevents? C2 doesn't allow an else condition as a direct subevent, it needs another same level event preceding it.

  • Loot pursuit is now a c2 game, btw.

    <img src="http://www.amirai.net/forums/lpc2screenshottown.jpg" border="0">

    I'd vote for mortar melon, I haven't played it but it sure looks good. :)

  • It depends on the accuracy of the approximation, I suppose. I'm not familiar with approximation techniques in this circumstance so I don't know if they are sufficient or even if the level of fidelity of the approximation can be varied.

    I'm trying to recreate the effects shown in this video of the bouncing and flying enemies as well as the trajectory of the boomerang, all of which I used cosp/qarp and cubic for originally.

    http://m.youtube.com/watch?v=gNRi0xcwW_s

    Cosp at least can't be that intensive, as Mipey's extra expressions plugin has it and it works fine, even on mobile.

  • As mentioned by squiddster, c2 can export to exe.

  • While node webkit uses OpenGL and html5, if you made the same game in both CC and c2 you probably wouldn't be able to tell the difference. Don't let the web technologies fool you, c2 is quite superior in almost every way. It even renders faster than CC does!

  • Ashley - something I've been missing a lot is the cosp, qarp and cubic expressions from CC. I had an idea though that could be even better, but I don't know if it would work - an expression like interp that would take is many parameters as you give it for as many points of interpolation wanted.

    So interp(a,b,c) would be cosp, interp(a,b,c,d) would be qarp, interp(a,b,c,d,e) would be cubic, and anything past that would get you extra points, such as interp(a,b,c,d,e,f) would be five point interpolation.

    Could this be done? There have been a bunch of times I've wanted interpolation past 4 points, and this would allow as many points as the user wants without needing a separate expression for each one.

  • I don't think we could hit 8000 sprites anyway, as I think c2's sprites have a lot more overhead than theirs do in that vid (c2's sprites have variables, behaviors, etc). They might even be using some sort of quick blitting technique I've heard people talk about, keeping the image locations in an array or algorithm or some such then drawing an instance at each location instead of having a fully fledged object at each location, which would result in no extra overhead at all per instance.

    I did a test to find out how many invisible sprites with bullet and wrap behaviors I could get in a layout at 55fps:

    Ipad 3, safari: 1711, cjs: 770

    Iphone 4s, safari: 2197, cjs: 642

    So it seems even with rendering entirely off it wouldn't get anywhere near that high. Although I suppose they could have that test running on some crazy cutting edge mobile hardware, but I don't think something like an iPhone 5 could manage it.

  • Ashley Tom - are you sure the code to lift the link posting restriction is working? There's another user here with a badge on his profile page who can't post links: http://www.scirra.com/forum/forum_posts.asp?TID=63932&PID=392363&title=hud#392363

  • On mobile, it should actually be faster than having an extra object used as a mask. There probably isn't that much difference between them, though.

    I'm not sure what you mean by low gamma graphics card. Do you mean low-end graphics card? I'm not sure why the gamma setting would affect the FPS at all.

    Remember the graphics cards have a limited pixel fill rate ? the number of pixels they can draw per second. On smart phones, most of the current models, at 60 fps, can only draw every pixel on the screen three times. That includes fully transparent pixels of an image texture. If you have multiple large objects covering most of the screen, that's going to eat up a lot of the pixel fill rate. The same is true for low-end graphics cards on PCs.

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  • That, and/or I would like it in particular if a project would remember where it last exported to, and have that path inputted by default.

  • I can't claim geniusness on this one, I didn't know about it either until Ashley posted it on another thread like this. :)

  • If you hover the mouse over a layout or event sheet's tab, it shows you the file name and path.

  • I use a method where on touch/click, I pick the nearest clickable object (for multiple objects, I just make a family) to the mouse/touch location, and check the distance (something like if distance(touch.x, touch.y, object.x, object.y) is less than object.width+extraamount).

    What platform are you exporting to? Using a background image shouldn't kill performance at all, unless you're layering a lot of them on top of each other, in which case you would be probably be hitting overdraw limits of your graphics card. You can also disable the clear background setting to help with the overdraw problem, as long as you're covering the entire layout with some sort of image.

  • If you want the badges/rep, you've actually got to post in the official introduce yourself thread. :)

  • Also just because it's 3D doesn't necessarily mean it'll take up more ram. 3D games use 2d textures and audio the same as 2D does, so 3D could actually use less. It all depends on the assets used.

    And again, remember that assets in ram are decompressed, so an 8mb project is much larger when in ram.