jayderyu's Forum Posts

  • Ashley has alerady said what the solution is to the 50MB. however understand that I don't know how to implement this.

    1. In your game. Make sure to check for updates. Some how you can specify a URL.

    2. Export your game to XDK.

    3. Remove game assets that are not part of the "First install screen". (ie UI, levels, audio).

    4. Place the HTML export of your entire game at the URL

    5. Pack the XDK GooglePlay version up to XDK compiler system.

    6. ??????

    7.Profit..

    no I'm kidding.

    6. Players will download the game.

    7. Upon first run the browse for update should go to the full games website.

    8. Game should now download all assets.

    however. i have not done this myself. But this is Ashley's suggestion for getting around the 50mb barrier.

  • I believe Ashley mentioned that importing a LAYOUT into another layout is on the to do list.

    In the mean time. you can set your you HUD objects into a family. Set the HUD family to global. Pop to the HUD layout. Then proceed to whatever layout you want to. You now have your fully custom and modifiable HUD.

    So when you need to remove your HUD, you can destroy HUDFamily.

  • true. you can go the extra step too.

    create an object(or use globas) with variables to the name of the file. Then reference the variable. So if the file name changes. you can just change the file name in the variable.

    Object.darkcastle = "ballad of darkness"

    Object.travalling0 = "travel1"

    Play(Object,travalling0)

    I prefer using this form of mapping model for large games. For small quick games I tend to do just play the sound.

  • Would be convient to have this.

    in the mean time. Play audio by name. This is a manual text string of the file(without the extension). That way if you replace in the project you won't lose the action. then you can rename the files as needed.

  • isTouching then velocity.y = -W

  • ummm. Is this even possible. I've never heard of capactive Touch screens ever having that ability. Do you have a link to that. As far as I know you would have judge this based on on duration of touch on the screen not firmness. I'm pretty sure you should base this on touch time. ie jump while touching up to x time. if released before x time stop jumping up.

  • Could you share the testing capx?

  • Because it sucked.

    1: Javascript is not that fast to begin with, so running events slower doesn't really help if the cpu is already overloaded.

    2: Garbage collection is horrid.

    3: Gpu, and cpu run independently.

    1. Ashley only implemented a rudimentary 30fps mode. He has said that he firmly believes there is no benefit from running at lower than 60fps(though many PS3/360/One/Ps4 games and companies do otherwise). And more importatantly that actually running C2 at a proper 30fps would require a large foundational change to the engine. Which he doesn't believe that 30fps is worth while.

    2. Not really any different than Java's. And Java games have well worked around that problem. So has Ashley.

    3. That's kinda the point.

    The prior request was to drop the render down 30fps. This one isn't about slowing the rendering. This discussion is about controlling the rate of logic. And from practical experimentation I found using Everytick 0.033 for logic would turn a 15fps to 60fps. Depending on the insensitivity of the logic itself. Of course overkill of gfx is still overkill on gfx.

  • just to let you both know the common information going around.

    C2 doesnt' every play WAV files. Ever. Never ever plays a wav file. What the manual and tutorial say and maybe not so clearly. Is that C2 will import WAV files and convert them to ogg/mp4. However once imported every just deletes the wav file because it's never used. The reason could be that for a commercial product like C2 a WAV to ogg/mp4 are probably free. but that's just speculation why C2 doesn't support other format conversiosn. If it did we may need to pay more on the license.

    The DOM however has a point. Sometimes C2 has problems converting. Such as converting a music file that won't play properly. In these situations your better off handling conversion manually.

  • I was wondering the same thing. I was wondering if slowing down the timescale would influence the logic fps. No it does not. Intead it just effects the dt value. It's a pitty. I would have like to set my logic fps. I found this does wonders for mobile performance to use manual 30fps logic.

  • huh. I already got the solution to work. Without a plugin. But Plugins are nice to work with

    I actually tried to voice this problem to Ashley, but he says it's ok to have 5000 players in one room... I disagree.

  • I disagree 100%. What your requesting is removing flexibility of design into a forced narrower use. By your design i would not be able to design my game.

    Ashley had done fantastic wonders to minimize WebRTC to the simplest yet flexible form.

    I made the statement back when we first started hearing about the official plugin.

    "Even with an official plugin. Implementing multiplayer is going to be a large hurdle and blow peoples brains out". Ashley blog post even mentioned that it's been simplified, but needs to maintain flexibility.

    Keep at it. I would suggest studying multiplayer communication theory rather than working from Events sheets.

  • Counter Strike renders every frame because it renders a world. And CS and all the 3d games almost always have some kind of animation going on.

    Where as if your only rendering 1 model to be used as it's own object. Then you only need to render when a key moment comes up. If your interpolating motion every frame; not every frame has enough change to make it worth while, especially an idle animation. Also not all objects need to be rendered every frame. One way to improve performance is to have background objects update there 3d image at 24fps. This leaves more performance on the active objects.

    Your strength here is that your in control of the updates of when the sprite 3d object needs updating. And this opens up a world of opportunities to provide 3d/2d scenes while maintaining fantastic performance and fantastic imagery,

    Also sprite sheets use up large chunks of memory. Where as a 3d object uses far less. 3d objects use more GPU as cost instead of memory.

  • Are you sure you know what your talking about?

    1. Users can create there own keystore and drop it into a folder. Then the C2 can just make a reference. Actually XDk also requires the user involvement for a proper keystore .

    2. I don't know why you are on this size kick. But XDK uses a full Chrome browser at apx 17mb. This does not count the game. This method uses the same chrome.apk that XDK uses and produces an apk apx the same output size. It's literally right there in size

    decompile > xdk < html5test.android.crosswalk.arm.20140106171902.apk

    uses the same APK that XDk does.

    I will also add that the reason CJS is a smaller APK pack. Is because CJS only has 1/3 the features of a full browser.

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  • SpriteFont is SPRITE first font second. They are at their core a Sprite. When you need the font in another style you need a Sprite to match.

    Do a forum search for

    GiveYourFontsMono