jayderyu's Forum Posts

  • I could be wrong, but I believe these portable devices do not change resolutions. Where as a PC can do some hardware switching and handle all the resolution definitions Android and IOS can't. They use a locked resolution and you need to handle the difference between device resolutions by way of software.

    Also using a browser to test resolution can give all sorts of inaccurate results. A browser will do what it can to make pages fit if not using browser commands to resize.

    I would suggest using CocoonJS to test your resolution as that won't play any resolution tricks on the device.

  • Are your sprites part of a FAMILY with SOLID?

    There should be a reason why your objects are interacting in that way.

  • anchors for Gui and won't play nice with Physics.

    Physics objects should only be playing with other Physics objects and no other behaviours relating to movement or position.

    double check your collision boxes

    those are the most common problems that crop up when learning C2 and using Physics. Physics in C2 uses a third party api known as Box2d, and Bosx2d isn't integrated with the rest C2 behaviours.

  • That is really cool. I can see AR being a lot more common for gaming in 20 years. We are seeing phone games becoming standard. So i'm looking forward to seeing AR in the coming days :)

  • Well I offer good luck. I hope you form your team. I think a good cooperative team is awesome. however, I've been tinkering with Pen and Paper, board game and fluff stuff for years. I really can't bring that to the table and lose out on controlling IP of the material.

    Sharing the profits on an IP while in cooperative company work I'm ok with. Holyhell and the team keeping the game, I'm ok with, but lose of creative ownership of a fabricated setting. eh. i'm not ok with. It's not the game ownership that bothers me. it's losing the IP.I just can't lose all control of my IP in other areas(not just the one VG) due to one mini game under the label of another company. :)

    however, besides my reservations I offer the best of luck to you finding a team :). There is a lot of people who are looking and I'm sure will fall under the banner.

    I also personally don't have a problem with your name :) though someone did have a point. There is a small, but loud group that will take offence.

  • C2 only draws the objects on the screen. So if you have 30k objects. Only the object son the screen will be drawn. However, you should temper that with the idea that the engine still needs to determine what should be drawn.

    Secondly. Never create one large image. This isn't a render issue as a rendered can handle the drawing aspect. What screws up is memory. If the object larger than the draw pipeline then you will get massive performance problem. I head that you should never have an image larger than I think apx 2048x2048.. I could be wrong, maybe it's 1024x1024. Regardless of the exact size. just never make a sprite larger. it will hit the memory draw pipeline limit. This is hardware design based on cost limits of creating graphical processors.

  • I have a question, you want the game under name X(HolyHell), but then who owns the IP? The game designer in question or HolyHell(you)?

    I think it's a fine idea, but I'm not one to give up ownership of my IP.

    I'm not an artist or composer, just a programmer.

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  • Just make sure the plugin you end up using is already stable and productions ready for you needs. Some plugins are still in early development and may have quirks. Otherwise plugins are fine :)

  • I'm likely to have very different views than the norm on this subject. So take with a grain of salt.

    1. In your own words, what is an ?indie? game?

    No such thing. While the word "indie" is for independent(noted below). This I feel is a belittling reference. In context of language labelling any game/movie as indie is inappropriate. We don't for example call our local farmers, indie farmers, or local dairy as indie dairy. Though they "run" independently. So I don't believe any game is an indie game. Small developer game sure, but not indie. Technically even Electronic Arts at the the top is independent of any other organization.

    2. Why do you think independent game developers join internet forums?

    Inspiration, support, ideas, assisting the community.

    3. Why do you think independent game developers leave internet forums?

    jerks, and people who have closed minds, kicked out.

    4. What are, in your opinion, the key limitations and benefits in regards to forum activity?

    non really. I at this time don't feel of any key limits.

    5. How do you think life in the forums affects the following ethical considerations: privacy and anonymity, intellectual property, people and machines, and digital citizenship? (Check the link below for descriptions on the preceding ethical considerations)

    the internet has removed privacy.

    the internet as removed anonymity

    as for IP, if you share there is far less IP, but get in return feedback

  • Yeah. I agree with Aphrodite. It's not about the quality of the images, but how much you cut them into chunks and not overloading the system ram.

    If you abide by those guides. CC and C2 shuold be fine. If you break those guides. There isn't a game engine in the world that will cope. it's all about the tricks :)

    So if you want some suggestions. How about showing some of the image assets your using. Specifically the bigger and biggest ones. An average object count, how many objects on screen and how much many objects are trying to collide with each other.

  • Well, warmenhoven released a server to me. however, it's not near ready for use yet. It is operating with the horizontal scaling, redis storage and session objects. It also allows for both a Node(C2 app) and a Client(C2 app) can connect, but as it is now. the rest is only a unit testing and no way up for even feedback release.

    However, the catch is the server is over a month old, and warmenhoven is a contract worker. So I haven't had any updates from him in that time. Sent a few emails, some were answered some werent. So Ic an't say anything in regards to an estimate. My own estimation time I've had to put on hold. I really can't predict his availability of when he can work on the server. For warmenhoven this is just a side thing so when work and life comes up Bubble has a low priority :|

    I've thought about hacking together a quick server so I/We can start getting some definitions and input on how C2 developers would like to use it. But last time I did that he popped a server on me and then it was... eh i suppose I don't need too :D

    So for now I can`t say when he will pass on the next server. But when he does I will be sure to prep the api and see if it`s working enough for C2 developers to start getting there hands on.

    I appreciate the continued interest.

  • Using platform behavour then doing arial stuff is easy. The hardest part of using C2 is coming from any other language. once a mind set is in place to code or use other tools. Then C2 is a culture shock. Once you pick it up with a few experiments. Then C2 just fly's by and is incredibly easy. There is a few little niggle bits, but overall it's really fast.

    in C2 if you wanted to do arial moves you just need to set an Event

    Player.OnGround

    Once While True

    -- turn on the OnGround Control Group

    -- turn off Air Control Group

    -- modifiert player.platform values

    Player.OnGroun NOT

    Once While True

    -- turn on Air Control Group

    -- turn off Ground Control Group

    -- modify player.platform values

    and it's all down hill and easy. I used a platform behaviour to simulate Joust like flight mechanics for a platformer. It was pretty easy :)

    air attacks, air dashes, double, tripple, space jumps, air retreat, airial dodge flips... easy peasy. Wall runs, backboard wall runs, back board wall runs to leaps and more backboard wall running(Mirror's Edge for IOS :D ).. eaaaasy.

    making it look good with animation however... eh you need to be able to do good art. the OP can... i can't :D

    If I had the artistic talent i could probably get a core engine for a Metroidvania in an hour :D

    I love C2 :D

    So when is Ghost Song coming out in full release. Demo's of early builds are painful when you get excited :)

    However, as to the answer "should you switch" probably not. once you commit a lot of work. Sometimes it's just easier to finish once you hit the half way point.

  • Collision tree's tend to work really well. I don't know why C2 doesn't use a Binary or Quad tree. C2 uses a Bruteforce model of comparing everything. Some had previously linked to a js api that used quadtree, but no one has done a behaviour plugin as of yet. Maybe at some point.

  • I don't think so. I know Scirra was talking about letting some plugins to be used on the arcade, but I haven't heard of that going through yet.

    Here is the tutorial, and Ashley is good at keeping these updated.

    scirra.com/tutorials/82/uploading-to-the-scirra-arcade

    So at this time I believe the answer is no.

  • Theoreticlly if your using delta time(which the behaviours do) there should be no difference. However, another person was able to prove that wasn't the case. I don't know the current situation as that was months ago. Personally I think this is a massive problem if that problem wasn't fixed.

    My suggestion is to create a Unit test for jumping, and height measurement(it jump.y, jump.peak)on both your iPod4 and iPad2. If they have the same jump peak then no worries.