jayderyu's Forum Posts

  • This is an easy answer.

    YOU CAN"T USE BOTH. Your not alone on asking any question in regards to one of the Platformer Behaviours and the Physics Behaviour. But I will inform you of the cardinal rule in C2.

    NEVER EVER MIX Physics with any other form platform behaviours. The reason for this is because Physics is based on Box2D and entirely runs it's own world simulation that does not work Platformer/Bullet/Solid/Jumthru. They are just not meant to be used together.

    Either make your game using the Platformer set(Platformer, bullet,solid, jumpthru, Custom, 8 Direction) or Physics. But Physics must stand alone.

    So the answer is. If your Player is a physics object and plays in a physic world. Then you should only use Physics Imoveable. If your player uses Platformer then use Solid.

  • Joannak

    Well I remember this game. However this was Sony's baby. So

    A. Sony can afford powerful computers

    B. I only gave a sample that 1 Map/zone is 1 computer. in fact you can divide a map into server nodes. This would require that the player connect to more than the current section server and also connect to the nearby sections. As players transition from one section to another they connect and disconnect. This will give the illusion of persistent connection and stability.

    C. Sony can afford mega bandwidth. I'm pretty sure that MAG wasn't a PS3 client hosted game even if the player could create rooms.

    So for MAG in theory they could have structure each battle to be composed of 3 computers.

    2 computers to handle 1 per side(possible 2 computers a side). These computers would then coordinate there actions on a map server.

    There are many many many ways to get around all sorts of numerical limitations. It all comes down to the points I made above.

    bandwidth

    structure

    hardware

    in pretty much that order

  • Large images will break CJS. CJS in theory handles 2048x2048, but your better off capping at 1024x1024.

    My big game is 120mb and will not run on CJS at all . I have no idea what it is unpacked.

  • Hello C2 community. As things are I am planning to do a kickstarter project by the end of March(demo permitting). I have had a game in design for a while now, but was put on hold because of effort from not being ready to do the multiplayer server infrastructure.

    However now that the magnificent Ashley is doing Multiplayer infrastructure by handling all the difficult parts. I'm reconsidering of taking my MP game off hold and actually kicking it into development. I would though like to get the wonderful C2 communities opionion of which Kickstarter game I should go with.

    Game One

    I have been developing tools in unit testing design for the last couple of months to gear up for this project. The game idea is a compilation of mini-games handled by a resource based game. To add more details it's a single player meant for mobile devices and FB. Players run an organization that has agents as resources. Agents have a small set of skills. The player sends agents towards locations that have time generated missions. More agents on any given mission usually determine a number failurs the player is allowed. Agents skills can enhance efforts in the mini game(ie Parkour will offer a jump bonus in a canabalt like game, Research offers bonuses towards a Match3 game, Fighting offers damage bonus towards a Punch Out/Infinity blade like game). As players win or succeed they gain small amounts of cash, but also determine a "monthly" funding. Players with more money can hire more agents or get equipment to better agent skills. There are a few social features, but that's the premise of the game. This game was on the books to create a sample demo in March.

    But as I was saying now with viable Multiplayer features and a beta likely out in 2ish weeks. It's time to reconsider. So on we go to

    Game Two

    Players play in a 1 to 5 player "dungeon delving" game(actually it's in space). Players play 1 character part of a team(minimum of 1) that goes to scavenge/salvage/loot derelict space ships, stations, mining asteroids... Let me add some details to carry some of the experience i'm looking for. Players play can develop there characters skill, buy or find gear. The game will use Spriter so that gear will have appearance changes.

    Gameplay or more specifically game mechanics use a more table top model. Dice range from d4,6,8,10,12. Dice have more than just numerical values they also have resources. These resources are used to boost effectiveness, trigger special abilities and such. The dice used for any given action is dependent on action. Skill offers 1 die based on skill level(1 to 5), and gear offers 1 die based on gear quality(1 to 5), and 1 die from from the characters Rank(1 to 5). Dice come in a few resource types. Dice are earned by much harder and rarer means(ie special achievements, special quests). As an example a Green die could be considered a energy die which could reduce weapon power usage or possible create a surplus, a red die type would increase performance out(ie damage or increase defense), a blue die would produce better odds to trigger special abilities of someone on the team. Players stack there dice before they go into the "dungeon". Once in the dungeon they need to stick with the results of their choices.

    The game mostly revolves around searching dungeons/Derelicts. Lastly the last part of all of this is what I feel makes the difference. Players and their friends can form Derelict Diving teams. A team can pool their money to purchase a expensive space fairing ship. The ship is customizable and represents a team shared collaborative game place. When players own there own ship the game opens up. Players can freely travel the galaxy, players can come across random encounters, take on designed monthly scenarios.

    The ship as mentioned in a previous section is important to the game. Random games run off the idea that ship is "rented". rented ships have less storage space for salvaged items from derelicts. rented ships never have random encounters and players pay higher fee's to search for salvage derelicts.

    this game is going to be created with C2

  • Yes and it for the most part has been answered. Sorry, but MP doesn't really work as a question of "how many players". It's all relative to the design of the game server architecture.

    If you want a hard numerical cap I suppose I could give you some form of answer, but it's not an answer you could effectively use to answer your question for effective game play. but WebRTC on Chrome has a cap of 256 for the listen() function.

    Unless you going to do a turn based game. I doubt anyone is going to manage 256 players.

  • Looks excellent. It's amazing what good art can do to a game

  • I so know that feeling. I was once told that it's the dummy model. Where just talking about a problem out loud will help you solve the problem. These days I know talk out loud. I find my self requiring a lot less to ask on forums

  • JSON Dictionary is some what a pain in the ready. But I can help out with a work around I found. I can't remember the EXACT pre and post fix, but you can find it easier.

    create a c2 dictionary

    var script = "{""c2dictionary"":true,""data"":"

    script var add your json code

    script var add "}"

    Dictionary.loadJson(script)

    I found this work around by mandatory requiremetns. Strangly enough you can embed a natural JSON code into a C2 Dictionary JSON by doing it in the above way. Makes life with JSON so much easier.

    However there is one rule to keep in mind. Dictionary can only support 1 level deep. So you can embed data inside an internal object.

    good

    {

    "data"; 0,

    "foo": 1

    }

    bad

    {

    "object" : {"goo", 2}

    "foo" : 1

    }

    object won't be allowed.

  • choose() in the manual is under system expressions. an expression in the white box that requests an input value. there are a lot of excellent and helpful expressions listed in the manual

    System.setvaribale

    [variable box]

    choose(var1, var2)

  • Ashley

    This is purely theoretical and by no means have I ever seriously delved into the V8 engine. But since Chrome V8 has this compile system to some form of machine code. Would it in fact be possible to embed the V8 compiler into C2 instead of relying on the browser itself at run time. If V8 is meant to compile to to machine language couldn't this allow in fact C2 to compile to a machine language? If this were the case. then that would mean that an abstract API layer would be required between V8 compiled code and the device in question. Giving this direction to the community to write fill in the device layer could offer alternative exporting models and put some development responsibility on the community(which I think Scirra as a 3 man team could use a break for doing such a wonderful job <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> ).

    https://developers.google.com/v8/embed

  • ashesh

    There has been a growing number of people that have been voicing a growing demand. I among them have been voicing that we want a C2 IDE for modularity and plugin repositry. I want it that C2 can install these plugins without restarting the software.

    Maybe after the Multiplayer.

  • I can give you an answer on this, but it's probably not really going to answer it that easily.

    There is no theoritical cap to the number of players can be in any given game world, instance or whatever. There is however latency, memory and CPU caps and that's what's going to get you. This will be determined by the following factors

    1. How much memory your game can allocate from the system mem

    2. Your internet connection quality and bandwidth

    3. CPU

    4. Your capability at writing logic handling

    5. The rate of play(turns are low cost, intense realtime ala Street Fighter are high cost)

    From what I gather based on hearing gamers playing on Shards of MMO's. The common on a standard good US broadband internet is likely capable of supporting apx 200 players on medium intensive action(ie World of Warcraft). Where as the average computer on an intenseive game say like the Showdown Effect, probably can't handle more than 8 to 12. While the common FPS can probably support 16-64. All depending on your coding skill.

    Now of course you should probably notch all of this down a little for it all running in JS.

    Now will there be a hard cap on the plugin?

    possible, but that doesn't determine a potential. A lot of online games actually are run across a series of comptuers and your game connection is usually shuffled around internally and a lot of invisible and disconnects and re-connects. Those times you zone and get an image on the screen. That's usually the player getting disconnected and then reconnected to another computer; all managed by a more complicated structure.

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  • rex is a great coder, but he does divide his plugins an aweful lot for modularity.

    First rex has a repository tool you can install. It's not hard to google rexrainbow repository

    My next piece of advice. Don't bloat your plugins. Only Rex can help you with his plugins and some of them are obsolete. Be selective. Also not all devs on the forums will help if they have to install more capx than they feel needed for their own use.

  • I think I recall a mention of Helium on another forum, but long lost track of that posting.

    newt is right NodeWebKit is pretty good, and personally most big games have DLL and many small indie games have DLL. This is just a small subejctive matter. Though personally I don'tthink your post sounds like spam

  • I agree with Mathew overall for sub famillies, but more importantly I would open families. Where I can mix sprites, TileBG, 9Patch. I want this desperatly because I tried to make a UI with a common behaviour of such example

    OnEnter

    OnExit

    OnClick

    OnRelease

    Params

    ......

    unfortunatlly because I have Sprite for Buttons and other graphical widgets and have 9Patch for the panels because obviosly using 9patch border and internal scaling makes sense. This has led to two different objects that cannot share the same event code.

    So there is a very good reason to have mutual object families. Also as a complain I would like TextObject and SpriteFont to have a collision object. That way I can compare if these objects are over my panel(9patch) so I can auto pin to the overlapping panel... which again leads to the silly thing that I need to numerous families with Pin and extra actions and events conditions to do this.

    Also yes we can use variables, but since building and SOL requires itteration through the Object/Family in question. Large object lists that can be the result of large projects as the OP is posting in theory will result in longer SOL building times. Where as if Families could have sub Families could allow for faster SOL building; especially for EveryTick situations.

    Family Inheretence and Open Families are just over all good OOP design. Actually it's very common for other OOP languges to support such design as

    class goo{

    public function(){ do stuff };

    }

    class foo extends goo{

    public function(){do foo stuff};

    }

    class doo extends goo{

    public function(){ youknow what};

    }

    class bada extends foo{

    public function(){ yeah}

    since this extends foo it also get's the featues of goo

    }

    this is common in good OOP design. Something that C2 doesnt' let us do. Working around situation doesn't make the work around good. Heck anyone remember the days before Function?

    edit:

    I also requested this many months ago and got the reply from Ashley that I could just use variables