jayderyu's Forum Posts

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  • Well spawning within a irregular shape is different than a circle.

    for circle

    x = (cos(random(0,1)) * radius) + position

    y = (sin(random(0,1)) * radius) + position

    for an irregular shape

    uses boxes. randomly spawn based on the box. put the boxes in whatever shape you want. # = spawn box, O = no spawn box but open space

    #O#

    ###

    OO#

    That would be an irregular shape if the players can't see the spawn boxes :D

  • I made a suggestion a month or two a go that the PIN behaviour should be based around a scene graph design. I should bump that.

    I also think that container should be based around a scenegraph rather than how it's currently setup. I think I might start a new suggestion feature. I also don't like how containers can't reuse sprites for other containers :(

    I agree though a proper parent child model with the ability to   getParentUID would be awesome

  • Ghost Trick is an amazing game.

    Well if the Ouya IAP is working for HTML5 when that's ready I plan to use that. In the mean time I plan to use Clay.io. Neither of which requires my own server.

    sogen

    You have a very hard stance on your opinions. How about sharing your personal business experiences. You believe that C2 should kill the free version, but didn't back up the thought behind it when requested. So I would like to know what your reasoning is that IAP, Demo.... are not a worth while direction. Have you had previous games that say differently?

  • As I understand

    ad revenue works once you have a large number of games that relink to other games. Often the truly free games are only commercials to games with other revenue models and to raise awareness of your company.

    IAP is my favourite. It get's people into the game(especially if you have comercial games). Though the model of what IAP items are can very from rip off to well designed.

    I plan to target to IAP with ads. Ads are removed for a cost :P and then depends on my game. As an example

    Draoust IAP

    0.99 - remove ads

    0.99 - 4 player access

    0.99 - Puzzle mode

    or something like that

    then my next project is a Fighting game(that's the current plan). Where the IAP covers

    4.99 - 1 extra character

    0.99 - 1 Piece of appearance(hair style, chest piece, leg piece)

    no pay to win items

  • My solutions

    Embed the "every X seconds" into a group.

    Enable when cast spell

    Disable when mana is 100%

  • If you sit down to write you code with a pen and paper, I find the best method is to work with 'states'.

    This is because C2 runs events every tick you need to know what state the program is in at any one time. It just simplifies the workflow.

    I create global static variables with each possible state and a global variable containing the current state. I also use states for individual objects.

    So instead of activating/deactivating groups use states in my opinion.

    Otherwise all the comments above sound good.

    Having an outline on paper is certainly a good idea. Some of my best code is done in psuedo code first.

    As for global state variables. I disagree.

    * you can potentially clutter up the global variable space.

    * the state is checked every tick.

    Personally a model I'm working with is this as a design scope. Which is why i disagree with the idea of global variable based states. This is just a sample and not a literal. By enable and disable group. I am enabling and disabling the groups of functions that can be bound to a state. Where as if I'm working with state checking; the design would require an added level of that state check. This way there is no state check. it's just doing.

    every tick

    -> PLAYER.EVERYTICK

    button pressed

    -> PLAYER.ATTACK

    ----------------------------

    Ground Group

    On Function - PLAYER.ATTACK

    On Function - PLAYER.EVERYTICK

    ----------------------------

    Air Group

    On Function - PLAYER.ATTACK

    On Function - PLAYER.EVERTICk

    ----------------------------

  • Good luck on this. I donated on this fine looking game :) good luck

  • guero, go over Winks suggestion along with gamegamegame. They have given the right solution direction to fix your problem. It could be me, but I think your inferring the wrong context of their suggestion due to a language barrier.

    Wink suggestion has nothing to with platforms or landscape. It's a guide to just handling any screen size resolution. The help is now there it's time to do your part :) good luck :)

  • 4 and 5

    Use CocoonJS. CJS has an audio wrapper support that C2 uses in it's export. And as for limitation through CJS, no WebGL.

  • yeah. 400 sprites on a desktop based computer does seem low. Do you have any specifications on your computer. Try turning WebGL off if you can. if your on an older laptop your computer might try to software render the effects which will kill performance.

  • I very much doubt bejeweled used collision. More than likely games like Bejeweled used col/row move to based animation. Then added delays when blocks fell. thus mimicking the appearance of collision based blocks.

    I've played block based puzzle games on no more than a mobile cpu that had a mhz speed of 60. There is no way even simple simulated physics were ever used.

    however, I agree that adding a falling block puzzle template would be a good idea.

  • As a suggestion providing other samples of games you have done go a long way to develop a team. how about a sample of your current project.

    On other game design forums. Game designers are a dime a dozen, execution is the key.

    Good luck :)

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  • Decided to give it another go. Spent a number of hours on working to see if C2 could easily work in GC. Of course this was at the expense of my own game :D

    So I managed to figure an easy way to get a C2 game running in GC. Requires a few simple hacks, but there is a lot I don't understand to make it less hacky. Also promisingly ran to run in WebGL mode on the initial test, but failed. This was promising, but I didn't want to tinker with OGL yet. In Canvas2D it ran.

    As for mobile peformance. I have no idea. Much of GC is BASH command line. Requiring knowledge I'm not familiar with. Requiring a link to the Android SDK the through BASH which is there. So currently all Android GC kit isn't installed. But if anything comes up in the GC community answering how to. I will post an update on performance asap.

  • ok, it's not done, but I think it's on the right track now :)

    dl.dropbox.com/u/14087254/FallingBlocksPerformance.capx

    What you need to finish up is to work on the "on Destroyed"

    Wher you need to itterate through all the current blocks above the missing ones. Set new gotoY and falling = 1. and the same for the new blocks.

    But the first set works 100% and maintains performance :) so the collision check problem is solved. Mainly because I removed it.