jayderyu's Forum Posts

  • So rfisher, manage to push your game out yet?

    what forms did you need to fill out tax wise before being able to finish?

    what did you need to do? if you have at all.

  • Which is awesome and this announcement certainly deserves it's own thread. Now we just need to wait the the 6 month for them to release it :P

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • All the time. 6 hours ona problem. Look at it the next morning or an hour later after a break. Then just sigh and realize the fix is small

    yes, it was a nice day in Vancouver for Easter wasn't it :)

    Happy Easter to everyone else.

  • jayderyu Can't you just create multiple animations and then swap out the images in each one accordingly? Spriter lets you swap images at any point in an animation.

    Well while I can do it the hard way for this game. It seems the least elegant solution right now with no option in the plugin.

    As it stands all players play a dragon. The dragon has 10 animation.

    I'm using an un-coloured dragon as a template.

    Now I know in Spriter I can duplicate the Entity, then swap out the images. It's a awesome feature. This can of course will take a lot of clicking as the dragon is composed of 15 pieces, 12 dragons, 10 animations. If this is the way to go for this game. Then so be it.

    But Spriter is supposed to inherently allow image swaping at runtime. Which means that I only need to do the the uncoloured dragon once. Then at run time swap the images of uncloured to the coloured images. But I don't see anyway to do that in the Spriter plugin.

    While This is ideal. This game doesn't let player customization. It's all in packs. However my next game i want swapable weapons, hair, body parts, clothing and so on. So taking advantage of the feature now would certainly be desired.

  • ok, things are working better. I have a question regarding Spriter plugin development.

    My game has the main sprite/bone animation. The template animtion is going to be a blank white uncoloured dragon.

    Player will then be able to choose which dragon appaerance they want. I'm hoping to launch with 12 colours.

    in c2, how can I change the white dragon sprite files

    from

    dragon/template

    to

    dragon/red/bland

    or

    dragon/red/metalic

    dragon/red/neon

    dragon/blue/bland

    dragon/blue/chromatic

    dragon/blue/neon

    each folder will have there own dragon sprites. but I believe Spriter allows for a kind of doll dressup. I must be missing some thing, but I'm not sure how to do it.

  • Create an Asset layout.

    Never load the Asset layout ever.

    using System.CreateObject or Object.SpawnObject. It will create the object on the current layout. The requirement of having created assets like sprites on a layout is an old formality of the system design. I hear it's on the way out.

    At some point you can add Objects without them being on any layout. Similar to how Diction/Array and similar plugins work.

    So you don't need to add the particles to the layout until you actually need them at run time(or if you actually need them for things like flickering flames...)

  • Just to bump the thread. Nope.

    Still working on my game. I have most of the core gameplay done. Now it's just to get all the little fiddly bits, graphics integration, polish... polish and more polish.

    Then comes the integration with the Ouya Controller and IAP. So my game has some ways to go. Hopefully in April. I will update when I releae :P and let everyone know.

    Good luck rfisher :) So what are you using for your game. Phonegap and your controller plugin, Psema4 wrapper?

  • There doesn't look to be any sign of WebGL. It looks like it's going to be just Canvas. I'm sure if OpenGL or WebGL was there on list it would have been.

    However, it looks like based on the presentation somekind of wrapper based tech.

    This is pretty awesome for Nintendo. Nintendo is all about isolated developement. This is a huge redirection for the company.

  • I don't think anyone is particullaly fond of one format over the other. Whom ever get's a working spritesheet and toolset I think would be the key :P

  • so just to make sure. Even local json/xml files that are needed to load with ajax won't work. That sounds crummy. Well hopefully it will be fixed next build ;) going to need it soon :P

  • As a follow up after playing around with some C2 JSON creation strings and array importer. I would mandatorally suggest making the conversation tools with C2.

    C2 has it's requirements as to what the JSON looked like. I tried implementing the above dialog structure for quick test and it didn't work so easily. Unfortunatly it seems C2 can't just do a raw JSON import :(

    Here is what you need to consider if you do it by hand.

    The over structure must be encapsulated by

    {""C2Array": true, ""size"" : [x,y,z], ""data"": { your stuff } }

    All objects names must be in "" "" two set's of qoutes each

    You can't alternate with " ' ', ' ' "   C2 doesn't interpret ' :(

    the C2 wrapper of the object require the above

    it's actually a massive pain.

    So you really are better writing some kind of tool that will fill the array in the tool. Then you can export the array as a JSON string. Then that should work :

    unfortunally for all the webstandards that C2 dos use. the JSON seems to not be one of them.

  • NotionGames

    well let us know when you have your devkit and license. While I know there are a lot in the NDA. I'm sure letting us know if their Nintendo Web Framework is a wrapper like technology or a custom browser will be ok :)

  • There is no public to do list. Ashley feels that keeping the feature set secret is the key against the compition. It also prevents possible dissapointements when a item is soon on the list, but can't make it for some unforseen reason.

  • On mobile devices. Keep you physics objects few and far between. ie minimal. When C2 uses CJS Box2D accelerator then that will be a lot better.

  • yeah. Canvas2d is fillrate rendering and it's not that much fillrate either. Depending on the chip for mobile devices it can be anywhere from

    0.5 to 4 times the screen size in fill rate to achieve even 30fps.

    the best you can do is start low and move up and do this on your lower powered hardware device