JarrydHuntley's Forum Posts

  • Ashley

    Hello there Sir,

    I didn't want to be much of a bother but I was wondering by chance had you yet seen the latest posts in this topic regarding github.com/rogerwang/node-webkit

    I'm a github frequenter so I'm quite familiar with open source projects/abandonware. After looking into a bit I saw that node-webkit is just under a year old. That's pretty young and tend to wait till projects mature a bit more before jumping on but there are a few things I like better about this than awesomium:

    First: I've had better success on my systems with this than for awesomium. For a year old project I feel it's considerably stable. This of course is subject to it actually working well on all systems.

    Second: It's open source. If for some reason the project dies there is still a working codebase that can be adapted/update. I understand if this situation arose it would be a lot of additional overhead but I personally always take it as a pro with my projects. Mostly ;) .

    Third: This should have been first as it's the point I find most important. It seems the node-webkit team updates from the Chromium upstream repos MUCH more frequently then the awesomium team. I feel if you continue with awesomium you will be constantly fighting bugs that you had previously solved because they are much slower to update Chromium.

    Lastly: they already have Mac/Linux support. Which is a huge plus for me.

    Ashley, if you guys don't support this I can still use it to package and sell a game since I have personal license, correct? I understand it would be unsupported if any integration issues arose though.

    Thank you and keep up the great work!

    P.S. The node.js integration seems neat too.

  • ....?Hmmm... Impressive. After exporting to HTML5 I was able to run the Ghost Shooter ('Rain demo' version) without any issues! Easy as pie! Fullscreen performance was good and steady at 29FPS. Audio works great also.

    In contrast after exporting I am unable to get Awesomium with the same demo to run[ I understand it is still experimental].

    Since we don't have the scirra.com/labs/sbperf project I'm curious to see the results. :)

  • I would love to see this updated. Or if that doesn't happen I can always use the bjadams method. ;-)

  • 404 on the capx? :(

    I would also recommend putting this up on the tutorials page, since it's a fist and works well.

    Thanks!

  • You can't win. :( Fun game anyways. Great art.

  • Ashley Is it basically the same situation for the XML object too? Thanks!

  • This project still alive? I sure hope so. Looking forward to giving it a play. :)

  • Here's my submission: My Ludum Dare Game

    I did the Global Game Jam in Jan but working alone was a completely different experience. It was hard work but quite fun and rewarding. :)

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  • No problem. Keep up the good work,I definitely enjoyed it. Love the music too!

  • Bug: Things get messed up you press the "p" key once the game starts...

  • It's not easy to make a game run as well as furries, html5 is not a good bet right now for mobile development, especially with iPhone. Furries is not an intensive game computation wise, and ranma is very skillfull, I don't think I could accomplish what he did so mobile dev with html5 is very hit or miss. I researched and games in html5 are on the wild in the iOS appstore, but all are really really simple games, so far furries is the most complex one I've seen that actually works (the appmobi examples are amazing in theory but simply don't work and when they do they are unplayable for the lag). Bottom line think really well about what you want to accomplish, and buy construct2 in any case because it's an amazing tool, even if you'll use it just for prototyping.

    0plus1 I agree 200%, HTML5 development is kinda like the "Wild West" of GameDev! That's one reason why I was so impressed with this game. I was mainly asking questions about the iPhone side of things because it's been over a year since I've done any work with PhoneGap and it looks like it's come some way since then. I appreciate the warning though.<img src="smileys/smiley1.gif" border="0" align="middle" />

       I had an HTML5 game I wrote about a year back and got it running on PhoneGap, but not without some problems. I had to rewrite some of PhoneGap's code here and there and there were still features that were broken in my game. I'm currently evaluation C2 by rewriting that same game in C2 and comparing the creation process and final results.

    ranma Sorry, I didn't mean to hijack your thread.<img src="smileys/smiley9.gif" border="0" align="middle" /> I had one more question for you. When storing the local data (name, purchased items) were you using the C2 Webstorage or the PhoneGap Storage API hooks?

       Also I'd like complement your game once again now that I've put some serious time in(made the leaderboards). I love the amount of polish the game has such as the shadow that scales with the height, the animation and overall presentation! I wish you much success!

  • I'm currently evaluating whether this engine will be suitable for some of my upcoming projects and I was looking for Apps on Android or iPhone that were made with C2. After seeing this, color me impressed. Good job!!!

    I downloaded it and played the game on my Droid 1! Obviously performance wasn't great but once in the game it was more than playable.

    I had a couple of questions though. Are you planning to release this on iPhone also? I'm curious how the phone gap export for C2 compares on iPhone vs Android. Also with the PG Low Latency Plugin how did you make your calls, did you use the Call JavaScript plugin? Also do know know if its possible to have multiplexed audio, for example background music playing?

    Thanks!

  • If your Android phone is running any version < 3.0 multi touch events are not passed to the HTML page. Pinch to zoom will work because it's actually processed by the browser application and not the page.

    After Android 3.0 they supposedly fixed this. I say supposedly since I do not have any Android devices running the newer versions to be able to personally test on. I ran into this problem about a year back with another HTML based game engine.