Arima's Forum Posts

  • A program like C2 can never be as good as pure programming skills. C2 is a tool for creating little games, not triple A titles. So far there are only little "mini games" made with C2 out there. No games, which you could sell for 30$ or more.

    You're not going to make the next call of medal of honor with it, but c2 is capable of making almost any 2d game short of stuff requiring sprite distortion like rayman or vanillaware's games. Just because there aren't any more subtantial games made with it yet doesn't mean it can't make those kinds of games. The reason you haven't seen any yet is games like that take a long time to make!

  • Yup.

    [TUBE]http://www.youtube.com/watch?v=gNRi0xcwW_s[/TUBE]

    That's a vid of my rpg. While made with construct classic, every part of it could be made in c2 as well.

  • Can you describe the steps you take when exporting to the arcade, and describe exactly what happens? Does it give an error message?

  • Fimbul - even if you're joking with your choice of words, there's a chance someone will take your language seriously and consider it insulting. Maybe a less adversarial tone? We want people using macs to feel welcome too!

  • While a debugger would be helpful - perhaps running on an extra layer that gets put on top at preview - messages for every single thing that happens would be unusable past anything but the simplest of games. There would be way, way too many mesages for a single frame, not to mention at 60fps.

    If you want to check if events are running, I generally have a ui element or something like it that has no other code rotate. It's a quick and easy debugging trick that works great.

    You could also make your own 'debugger messages' by putting a text object on a layer and appending the text via an action.

  • While it's not running C2 on the device itself, I use Splashtop 2 remote desktop software on my iPad (there's an android version) and it works quite well. I think it requires wifi though, and I haven't tried it on anything other than my house network, so the latency might be higher from other locations.

    Also, porting c2 is actually a much, much more complex task than it seems.

  • Are you using the latest version of c2, and is the game under 10 mb?

  • Oh, interesting, I either missed or forgot about events in groups being considered top level events. Sorry for the incorrect info. I guess it is a bug, then.

  • It's not a bug, it's because created objects aren't selectable by other same level events until they are fully created, and they are not fully created until the next base level event. Since all of those events are in a group, the objects are not fully created until after the end of the group, therefore the events cannot pick the created objects.

    To fix it, just put the first event above the group, or don't create them every tick and toggle visibility instead.

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  • Thre are many things to keep in mind when designing for mobile - the devices themselves are far weaker than desktops, physics is extremely CPU intensive, you need to be mindful of overdraw (pixel fill rates on mobile is lower - I read somewhere that a lot of current devices can only draw 3x the number of pixels of the screen per 60th of a second), semi-transparent pixels take more time to calculate than fully opaque or transparent ones, limiting collision detection to the fewest needed with conditions, rotated sprites aren't as quick to draw as non-rotated sprites, previewing over lan has a lower framerate than exporting the html, etc.

    If you implement some of these optimizations, there's a good chance you'll be able to get it up to 60 fps.

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  • Sorry that the anti-spam features are affecting you in this way. :( If you want, you can post your link here or pm it to me and I'll see if I can edit it into your post.

  • Scirra land?

  • Two things that I've noticed that cause significant performance drops: 1) a very short but noticeable FPS drop occurs when loading large-ish images during gameplay (i.e.: spawning sprites that I've had "parked" in other layouts)

    This is probably cocoonjs's method of memory management automatically loading and unloading textures that are not currently on screen.