inkBot's Forum Posts

  • I'm a sucker for these kinds of threads.

    The Ninja Warriors Again - Boss 5

    [TUBE]78EuSPy98Mg[/TUBE]

    The Living Tombstone - Gypsy Bard Remix

    [TUBE]wV2rM672HhE[/TUBE]

    Brian Johnson - Can You Do It

    [TUBE]CDUmJadtjbY[/TUBE]

    Coda - Bloody Stream

    [TUBE]bVJQf0wv4Bg[/TUBE]

    Mass Effect 3 - Leaving Earth (Cover)

    [TUBE]Fg5P3LNsl9E[/TUBE]

    M4Sonic - Virus

    [TUBE]yXLL46xkdlY[/TUBE]

    Ken Ashcorp - Absolute Territory

    [TUBE]kFZKgf5WG0g[/TUBE]

    Sonic Generations - Speed Highway

    [TUBE]_fHHOHH7VXk[/TUBE]

    Guilty Gear XX#R Korean - Blacklight Babe

    [TUBE]E7sVWa30AlI[/TUBE]

    CYTOKINE - Walking in the Night

    [TUBE]TC9MFsqZ4uc[/TUBE]

    Kleene/Sound Team JDK - Tundra Wind (Arranged)

    [TUBE]TQ9ukKk_3a4[/TUBE]

  • Made this for Yacht Club Games' Fanart Contest thing.

    <img src="http://fc01.deviantart.net/fs70/i/2013/102/3/a/shovel_knight_vs__rake_samurai_by_luzeke-d61iv9p.png" border="0" />

  • Link is broken.

  • After doing a test for an application for a certain game job, I decided to try and apply the same methods in C2. This is the result:

    https://dl.dropbox.com/u/22615804/palette%20test/index.html

  • Hopefully they'll up the file size limit when they get Ouya support going. Because honestly, unless your game is small in scope or use very light assets, 30MB will not cut it for a game.

  • Aside from +1 on Ouya support and memory managmenet, an alternative to the cloud compiler would be nice.

  • To clarify what I meant when I used the phrase "native compiler", because , yeah, bad phrasing on my end.

    I meant that the compiling of the wrapper should be handled by C2, like when you export an exe with Node-Webkit. I wasn't talking about a native runtime. The "native" part was referring to windows. I'm sure performance is fine with a wrapper, but I'd just prefer having the wrapper be handled completely on my machine. My small simple test thing I was trying to compile with CocoonJS is still stuck at below 50% and I can't do anything about it at this point it seems.

    As long as the thing works I don't mind it using a wrapper, I just find this "log on to another website to compile even the tiniest test"-thing to be obnoxious. Especially when it doesn't work.

    I won't be using CocoonJS the way it currently works.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • A test I made with C2 doesn't work, but the hurdles game does work. Although weirdly. L1/R1 becomes Left and Right for that apparently.

  • WOOT!

    Seriously, this is great news. I find XInput awful, so to me, this is better than good news.

  • So, I borrowed my friends Ouya just to mess around with it (got some Turtles in Time up and running on that sucker in no time! Heh, get it? Time... moving on)

    So, I decided to test out exporting a simple button test I made with CocoonJS (and Phonegap). I upload the zip-file, make some icons that apparently was needed, and set it to compile. 30+ minutes later and the bar hasn't even gotten halfway. The zip is 92kb, this should not take that long to compile. And I seemingly can't cancel the compilation and start a new one.

    Yeah... I'd rather wait for a native compiler solution to get made than use this weirdness.

  • This made me think. Would support for xm or mod files be possible in C2?

    We had it in CC.

  • Ok, before I even think of going further into this and start trying to work the math.

    R0J0hound Would the mode7 effect override C2's built in z-ordering?

    If not (like I suspect), then it's a full stop and move to another engine for the time being, because for this to look good we need proper z-ordering, which C2 doesn't have yet (EDIT: well, more accurately, proper z-ordering tools. The z-ordering itself works fine, you just can't work with it well during runtime). And afaik it's not looking like Ashley's putting it in any time soon (if I'm wrong on this Ashley, please do tell).

    EDIT: Well, now we got better z ordering tools, so that point is moot.

    All is well.

  • Thanks a bunch R0J0hound! I haven't examined the capx or the articles in detail yet, but I ran a preview of the capx. Very nice, definitely shows it's a better idea to go with method 4. Even if it might require more work.

    I had previously found this article: archive.ncsa.illinois.edu/Classes/MATH198/townsend/math.html

    With that, the articles you linked, and the capx to use as a guiding post, I think we can get something down.

    I skipped the angular motion, and it will lock up if you design a layout with objects overlapping, but other than that it looks alright.

    Hm, we might want to add angular velocity so that we don't have to fake too much of the ball rolling animations.

    With objects overlapping I trust you only refer to the ones that are colliding?

    We are going to show the pool table at an angle, and in order to not have to further compensate balls colliding with an angled surface, I figured we'd use the Mode7 plugin you posted not too long ago.

    Here's a test I did: https://dl.dropbox.com/u/22615804/bbbb-mode7/index.html

    We're not gonna rotate it and such during gameplay. I'm only using the effect to get the table angled.

    The collisions are pretty crisp due to the method used in the tutorial, but it's pretty slow when many collisions occur at once.ow many collisions did you consider many? I haven't noticed any slowdown. It stays at a nice 59-61~ FPS for me. Though I recently upgraded and am now running an i7 system, which could explain it. The primary target platform is Ouya though, so if it's too heavy, that could be an issue.

    I also noticed that there's constant motion. Even if a ball comes to a stop another one soon enough bumps into it and sends it off with renewed force. Though I'm sure it's not too hard to fix.

  • It's not fair to someone who was an early adopter like myself that I can't even continue to use the software because it's not compatible with my OS.

    It's not fair that you can't use the clearly advertised Windows application on Linux?

    More and more it sounds like you're doing something wrong with your system, and as people have pointed out, it's not Scirras fault that you are having OS issues.

    I never asked them to bow to my whims,nd the contradiction.

    I simply asked for either a Linux version or a refund.

    Being fed up with Microsoft and Windows is fine. Asking if a Linux version of C2 is possible is fine. Whining about Windows and outright demanding a Linux version, not so fine.

  • It's called HTML5 because the previous specification was HTML4. The reason it's getting so much attention now is because the step from 4 to 5 is bigger than the previous specification steps have been. At least IIRC.

    To chime in on this whole discussion. Meh.

    Ashley has been right so far about C2 and HTML5. We've seen huge increases in performance since the C2 beta stages. Would a completely native solution be nice? Yes. Do I think it's fully necessary? Possibly not.

    Personally I don't care about iOS at all. So that point for me is moot. The only platform other than web/windows I'm interested in is Ouya, and it's far too early to say anything conclusively on that yet (which is why I'm, begrudgingly, looking at Game Maker again. Just in case.).

    As the saying goes. The right tools for the right job.