jayderyu's Forum Posts

  • I think the game seriously needs some physics on the car and ragdoll effects on the people.

    This game really just needs physics.

  • if you need to change it during runtime there is set canvas size. However, I'm not sure the requirement to turn it off during development phase.

    Just to make you got it. That the Viewport size is the rendered graphical buffer that is displayed to the user. At this time a viewable canvas size greater than 2048? would seriously harm performance.

    If however your dealing with different render sizes to adapt your game screen for the mobile devices. Then there are tutorials covering the topic.

  • SceneGraph(http://en.wikipedia.org/wiki/Scene_graph) that is what it is called. SceneGraph.

    I think the Pin behaviour should support Scenegraph functionality.

    Actually I think C2 should move to support Scenegraph in a natural design element as part of Containers. If an item is part of a Container then it's automatically pinned(without the behaviour) to the Scenegraph.

    Finally to go with all of that. I think the scenegraph pinning should allow to be set to an ImagePoint.

    All of this would help with a more natural flow for independent object animations. Similar to that Spiter aims to be.

  • woot, yay someone with an Ouya to start testing :D

    1st. There is no WebGL for Android devices as of yet :( And maybe not so much in the future.

    2nd. Can you tell us what a blank screen FPS is? ( ie nothing)

    3rd. Tell us what your game FPS is at.

    4th. All Controller capability that is working and not working.And does it support multiple controllers.

    5th. Are you using CocoonJS or stock browser? If not is there away to get CocoonJS version up and running.

    6th. Not having the primary buttons is a serious killer for making games :(

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  • Well I was going to get around to trying it and posting the results. But most of my day was polishing up my game. You MR have saved me substantial amount of effort. I wasn't sure if I would have to change every check for createElement("canvas") to..... but since you already nailed it right on.

    Go man, go :) i'm hoping to see this in C2 soon. Also Ludie has mentioned that it's still in beta. So who knows. We may see more improvements.

  • Yeah. I didn't think layout size had anything to do with it, but I thought I would double check anyways.

    No, there are no plugins in the game. WebGL is off. And the largest image is 960,640. I double checked all my assets. Large, but the only place I use that image the game runs at 30fps anyways. So i'm at a loss..

    I'm going to manually re-recreat a new intro and see if that does anything to improve what's going on :( and try screencanvas thing.

  • I had some performance issues with CocoonJS so I asked them on the forums for some assist.

    "Ok, we've tried your zip on two devices.

    First, on a Nexus7 with Android 4.2.1 it runs at 60fps at all times. Perfect.

    Then, on a NexusOne with Android 2.3.6 things are a bit more interesting.

    During the game itself, it runs at about 20fps, which is more or less OK for this device (using screencanvas would get you about 30-40 fps here, but Construct doesn't support that yet).

    However, during the menu it's indeed freezing. The fps counter says it's 1-2 fps, but the image is completely frozen. Our guess is you're doing something that breaks the hardware in some way.

    Maybe you're creating a really big canvas (over the max 2048 texture size) or something?"

    Well I had no textures above 960 being the side panel scroll bars. However my layout is extraordinary large at a width of 9600. My assumption is that the layout is virtual space. So I'm asking. Is the layout canvas size or do I need to look elsewhere

  • on the first default page

    On Layout start

    -sub condition: WB.keyexists("played")

    ->actions: initilize fist info

    -> WS.set local value

  • make sure you set it for each bullet behaviour object. if your still having troubles post a capx.

  • Check up on Families. They can handle same kind of actions if they are built on that level.

  • This is not Scirra's area to improve performance. This all comes down to WebUIView which is OS and Wrapper groups responsibility.

    As an example on ios 5 ipodtouch 4g. Using the browser my game get's 15fps, using cocoonjs it get's a fantastic 60fps.

    on my android acer a500 I get 20fps with the browser and either 0fps or 30fps depending on the game.

    so any mobile performance imrpovement is all on CocoonJS and whatever wrapper you intend to use. Which sorta is unfortunate because it feels like CocoonJS has really dropped off on performance support :(

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  • I would suggest a series of smaller array objects

    ###

    #P#

    ###

    or 3x3 minimum. Where each one represents a set size of 1000px by 1000px(or whatever you want really, just a hypothetical suggestion)

    when creating your map pin all the objects(blocks?) of one array to a single object.

    When a player moves to to a new araay, destroy the farthest, move the array over and create a new piece of the map.

    I would also suggest moving 9 map pieces rather than the player. That way your layout is of a set size. Alternativly you can just move the player and the map once the player reaches a certain section of the map thus reducing map movement to a minimum.

    Or don't use an array at all and just create and pin the objects straight to a HUB object as above.

  • solved

    Simple question. I have my game and the user will input some info. I'm having a problem that the IOS keyboard isn't going away. Is there away to send it away when done.

    new problem

    It seems after the keyboard goes away the game touch becomes unresponsive. I'm not sure if the screen is shifted on the xy coordinates or it's lost focus.

  • Sorry for the pun, it was pintentional :D

    ok, seriously. I would like to see a new Pin behaviour feature for Relative/Offset Position. This would make container object creation a lot easier. Right now when a container object is created it seems we need to set the position of every object and pin it(if we are pinning).

    The intent is that the Pin behaviour will have it's own XY coordinates. These coords will automatically put the object relative to the parent. so a flashlight with Pin.Y:70, wound naturally put the flashlight on the 90 degree 70px down. This pin offset would overwrite the sprites own XY.

    The benefit of this is that the user can change the Pin.Y/X and resulting moving a pinned object, but still relative to the parent. So the object doesnt' need to be constantly unpinned, moved and re-pinned.

    I don't see this as being all that complicated to add

    new property values of XY

    new property "relative or absolute" combo box

    action: set pin offsetXY

    right now C2 already handles pinned objects. In this case it would just use user input XY to offset.