jayderyu's Forum Posts

  • For now to "sign" up just express your interest in using C2 on the Ouya and spread the word to any other HTML5 game engine forums you might hang out. Then link it back to the one started on the Ouya forum site. I'm trying to raise awareness to Boxer8(the Ouya company) that there is a community to have packed games on the machine.

    As for "YOPP" is an older reference to en.wikipedia.org/wiki/Horton_Hears_a_Who! . By the end of the story the little people who lived on a spec of dust was heard by a small voice who said "YOPP"

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I started thread on the Ouya developer forums asking to see if they could assist in getting support for CocoonJS.

    forums.ouya.tv/discussion/730/ouya-cocoonjs

    To back up my words that there is a community centered around HTML5 game engines and wanting to be on the Ouya. I am asking for anyone who is and interested in developing Ouya Games or Apps. I'm not asking for anyone who is currently working on a game, but would like too. Keeping in mind that the more vocal the community the better the opportunity to be heard.

    So please let a YOPP and say that you are interested. I'm hoping that after a day I can freely post this with a reasonably descent number of people on this forum have commented and provide a link back here :)

    PS. Please not that this is not about performance. :)

  • sigh. lost my long winded post. I'm not writing it again :( instead just enjoy the sample of rendering performance done in this link.

    muizelaar.blogspot.ca/2011/02/drawing-sprites-canvas-2d-vs-webgl.html

    summary: WebGL for mobile has been waiting since late 2010. Apple has used it since IOS 4x for the last 2 and a half years. Android and Chrome are not the same team and don't really work together. It is unlikely we wil see WebGL implemented in the next 2 to 3 years on mobile.

    too much speculation, but food for thought

    techcrunch.com/2011/05/17/google-chrome-android

    thread on the apple forums

    discussions.apple.com/thread/3609881

    both from 2011 and both seem to lead that neither Google and Apple are going to push WebGL our high render performance out very quickly.

    anyways been a great discussion thread :) when CocoonJS comes out wit WebGL maybe we can finally get somewhere... it's just the painful wait.

  • Actually depending on the percentage the Revshare is the way to go. it means that Ludie will take a percentage of ad's and sales revenue. However since you already need to front to another part(Apple, Google...) then Ludie on top it could cut in rather a bit. So it's really dependent on there percent request. but I could work with it :)

    however the $50 a month.... no thanks. only if I knew my games could pull in signifigantly more than the rev share features for publishing and app recognition.

  • I'm following up on this as I'm interested on Ouya development as well :)

    Ok, as i'm sure some of you know there was a thread called "The sad Truth of C2" ignore the fact that it's more about HTML5. I did some follow up testing to increase performance. i found some fantastic success to bump the starting FPS up. You will need to becareful from there that you don't overload the pixel push rate. Going over this will surely do a performance hit.

    ok. here is what to do

    as your making Ouya games I suggest sticking to 720p. you could do 1080p, but I don't suggest it. if you NEED more performance go down as low as 480p

    * viewport to 1280x720

    * create your game on this viewport.

    * test your games at 1280x???(whaterever your available screen width is on your browser testing hardware.)

    * set your scale to "letterbox scale integer"

    * create the rest of your game

    doing this method I was able to easily animate 15 objects on my screen at 50fps on my Tegra2 android in the Android browser. This is up from 10-15fps.

    however this method also means your game is not going to be as easily portable to a multitude of devices. You will need to carefully weigh in game at different resolutions. if any resolution becomes too much you will probably have to make all the changes manually.

    Also on a development note. When i went from testing program to using this in my game. i needed to go about reducing large sprites and objects. It wasn't immediate. Once I tinkered with various sizes on the larger objects my performance jumped a lot. I don't suggest making TONS objects on the sreen. instead use your objects more wisely.

    if you need a lot of small objects. blend them into the background.

    One theory i've been thinking to allow for more free form level construction's while having lot's of details. Would be to use rojohounds canvas plugin.

    Create an entire empty background objects of just canvas 512x512, then use a level loader engine to paste the sprites onto the canvas background. use an invisible version over top. and when picking up or doing something advance with the environment. Just re render that one tile.

    That way you can minimize re rendering and probably get away with just 20 active objects at one time..... I think this needs to made into a plugin :D

    yes. I've been asking Ludei for Ouya IAP, Controller and to just work for here and there. However, while there has been friendly comments that they are of interest. They cannot give an ETA or even expressed interest in it being for a late March release... So i'm still hoping for rfisher's phonegap plugin... maybe rfisher you could integrate the IAP? then again that wuold actually require a C2 plugin :|... sigh

  • I have a question. Is there any benefit to having a Steam version?

  • one action is about as easy as it get's.

    Right stick angle is angle(0, 0, Gamepad.Axis(0, 2), Gamepad.Axis(0, 3))

    Also as for your other question in regards to requiring a button press. yes, this is a browser problem. The browser will not enumerate/acknowledge the controllers until any button is pressed. The best way around it. is to use a front screen.

  • It's a cheap price it surely is. However, cheap is relative to based on situation. I make enough, but as a living room developer dad. it's not so easy to justify a monthly expense. not until at least I'm pulling in the same relative amount :D it's just not comfortable unless what I'm making is producing that at the minimum. oh well. I'm sure there might be more than one pricing option. I really don't mind having LUDEI as one of the into pages. Especially if can be used to hide anykind of loading :)

  • As a hunch, it's not for a game at all. Instead it could be for a menu, a mobile app. C2 Offers some awesome easy graphical effects that would be beutiful for interactive graphical menu's. One where motion isn't all that required and as such nether is a high FPS. I've had similar ideas where I would love to have 5fps and leave most of the loop to receptive event logic.

    So I am curios as well :)

  • Is that there current plan to continue with, $50 a month to use and keep up in the stores? I thought they were going to arrange a deal based on income from either sales or ads and one based on removal of the Ludei logo?

    On another note anyone with an Ouya could please do a test? i would like to know if it's working now. I don't believe in any specific fixes were made, but sometimes the fixes for performance may have gotten it to work anyways... hopefully :D

    I'm thourgly impressed with CocoonJS performance increase. It's not as large as some, but it's enough for me :) Even the logic seems to have gotten some performance and 20 objects are running well enough. Might put in some background objects now :)

  • Thanks. such a simple solution the transparency part :) that's a great piece of advice. so simple and overlooked :D

    Doesn't solve the mirroring annoyance though :| oh well. it's just convenience.

  • With all this talk of mobile I thought I would add a request. Currently I tend to use transparent sprites to work as collision boxes. However with transparency causes a hit on rendering for mobile. i thought it would be best to include a proper collision box.

    Also with the collision box.

    * The box should be designed as connected to an image point. As it is now I need to unpin and pin when mirroring

    * Shift to image points on different frames.

    * remove box if the sprite frame doesn't have the image point.

    * collision box should not trigger to designated UID sprite(ie owner)

  • Wouldn't have made the purchase if it was free.

  • i don't right now, but my next game I will. I also listed the Hydra achievement board and Ouya ODK. Also I did mention monetization through Ouya is a must. Which I can't access through HTML5. So it's really not just about Steam.

  • I think this thread has been fabulous a lot has come out of it :) As an example I'm still a naysayer, but I drove me to do the performance testing with different settings. Result was that i was able to increase performance by a lot. Also I went about going through different websites and found some interesting facts.

    Canvas rending SUCKS. Even Cocos-x on android isn't all that good. While we are annoyed with 20fps issues they are having troubles with 30fps issues with the same sprite circumstances. There are gaming blogs that report game design considerations once you hit more than 30 sprites. With that part of the problems lay in the Tegra 1 and 2 where any transparent rendering has flaws which also drops performance.

    What however changes is oddly enough OpenGL 3d based rendering. Strangly enough a full on 3d engine doing 2d can render 250 sprites animated at 30fps on a Tegra 2. I'm not sure why the difference or what's going on. but it is insightful. None of this would come to light if discussions aren't there.

    Now to something important which I don't think the HTML5 choice will ever get over. Which is the other problem. Let's remove the entire performance speed issue. let's assume we are in happy land :) heres the problem

    hydra.agoragames.com

    devs.ouya.tv/developers/odk

    anything that is native code access

    even the day HTML5 becomes this great at gaming. We can't access Steam Achievements. So there we go. Completly reliant on CoocoonJS which is closed platform at this time. Though apparently CoocoonJS has an extension manager in the works. Till that day :(

    I have no idea how to monetize my Ouya game for a sale. I can't access the Ouya store. If I use Clay.io and am allowed to sell the game. this will require users to enter in the pay system by another method and well people don't like that :(.

    I'm still a naysayer, but I'm willing to put performance to rest for now. I feel I can pull enough performance out what there is right now for my games. Though that doesn't change other factors :(

    Anyways I thank everyone for speaking there minds and having an opportunity to speak my mind. Also Ashley participating and giving us a lot of company making decisions :)

    as a final note on that however. I still think Scirra should do a kickstarter to gain funding for a 1 year staff to make the Exporter Development Kit. Once that's done. just let the community do the rest and Scirra can stay hands off towards maintaining. As Ashley pointed out Chrome was a communal developed project from many different code snippets and improvements. The EDK's exporters and plugins could operate under the same standards. Scirra can stay hands off past that entry point. But hey. That's it for me.

    I hope many of you have learned as much s I have :)