jayderyu's Forum Posts

  • That's exactly why I think Construct 3 should be a WebApp :D It's just not worth changing C2 to multiplat at this time.

    However I do believe there will be come shift of multi device applications will be common. That will be the time C2 will start becoming obsolete and the time will be fore C3 development.

    I think C3 should be a WebApp. A Desktop version can act as a versioning control system for remote apps. People will be creating the game from different OS/Devices.

    Now I don't believe this will start this or next year. I suspect it will be 5 to 7 years before C3 is even be on the table of consideration. Then there is going to be planning and developement.

    But consider this a prediction.. one that will be long forgotten by then.

  • AJAX does work with NodeWebkit

  • Does the game freeze at the same spot for everyone or are there random freezes?

    What wrapper are you using to distribute?

    Is they anycommon theme on the reports. ie hardware, OS....

  • Well even with an offline cache C2 while it has an online connection will attempt to check for updates. Save/Load won't help your problem.

    I wish I could offer more advice. But I'm not entirly sure how it's possible to play the game offline. As I understand due to security reasons the basic index.html file has to served from a webserver.

    The only possible way for offline mode to actually play offline is for Home Apps on mobile devices. These can somehow run while not connected to the internet.

    But for all desktop browsers C2 requires to be served from a webserver. The offline cache only allows for the game to start quicker on consequtive plays because the resources are downloaded.

  • Minoterrae

    Ok, sending you a PM shortly.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I love this question. My opinion. Meh to all such platforms.

    I think Construct 3 should be written in HTML5/JS.

    That way for Win/Lin/Mac we can get a NodeWebKit export.

    And for those who like punishment can use a Crosswalk version for Android.

  • Offline Chache is used to store your game assets, logic, files, music and all of that.

    The C2 System Save and Load feature job is to save data state. ie position of objects, variables and such. Save/Load state doesn't deal with assets.

    Since neither overlaps the other domain (ie banana milk shake or steak dinner) neither can really be compared to use one over the other.

    I think maybe you want to consider WebStorage instead of offline cache.

    Now if that's what we are talking about. I'll give you my opinion. WebStorage. Using Load/Save is great for game states similar to Emulator save states. hwoever Savestates use a lot more storage space. WebStorage however requires only a little overhead and is likely only uses 1/100th the storage size.

    I tried using Save/Load once. I cut out most of the level objects and just had a handful to save. Player mostly and the level progress.

    The Load/save stored at about 300kb

    Where as my custom used about 300bytes

    To me. Use Load/Save for mobile devices. When the player leaves the app then Save the State. If the player comes back to the App load the state.... not that I think our Apps can no when they are being shut down

  • Minoterrae

    I suppose that's easy enough. I guess the question is how does the player do anything? Classic War is pretty much an automated game. The Player's only job is flip cards.

    Are you planning to put in the optional rules, 3 to 4 players rules. That wouldn't really be classic though.

    I can do the War script though.

    edit:

    Since your asking for a programmer. Your not asking for art assets I take it?

  • I am so looking forward to that post :) Any news when it's coming.... eh I'll probably get an email from TV anyways. Looking forward to it :)

  • alvarop

    You should check out ShadowBlade for IOS then. I got this game only for how they work the controls. It's a very classic controller game type. Where one wuold think to use some king of D-Pad or analog controller.

    however the game doesn't control with any kind of pad. It's failry intuitive. I admit the game controls could use some polish, but I feel they are ont he right track.

    How do the controls work.

    Player holds the device in both hands. The player is expect to use both thumbs.

    Actions are done by gestures or touches on the corrosponding side.

    Touch will move

    Tap will attack

    swipe up will jump up

    swipe up/right or up/left(depending on side) will jump in that direction

    swipe down will do a drop down a attack

    It's a very platformer based game with very clean controls. Needs some tuning though.

    Also check out Mirrors Edge for IOS to.

  • That's because an Array in C2 is a Plugin and not a Data Object like INT,STRING. The best you can do is pass the UID of the Array. I tend to name the array with a var and pass that. So you can work around it.

  • I don't believe you will have and limits under the your listed concerns.

    As for performance wise. Well two things.

    Gettings 60fps on desktop is easy. However i wanted to point out your background.

    Most Graphics cards can only handle a size limit of 2048x2048. Any image larger than that is going to put a strain on performance. This isn't a GameKit or software limit. This is a hardware design restriction. Just as a piece of advice. Don't do any image larger than 2048x2048. Your GPU won't like you for that.

  • So this will include PS3 controllers, Wii Remotes and all the non big name brands..

    Or is this just support for more Xbox design controllers?

  • Right now the Websocket connection system is very rudementary. He believes the new WebRTC socket plugin coming in a little while will have a lot more multiplayer features. that way MP will be easier.

  • First, If you want Game Maker info, ask the Game Maker community not the C2 community. If you want C2 info ask the C2 community not the Game Maker community. Wich you are. Good for you. Regardless of what information you hear remember to temper it with a healthy dose of logic.

    So saying that.

    C2 can export to NodeWebkit. NodeWebkit is a self exucutable app only browser. So in that respect it offer C2 to export to .exe... as a script game. In user world you might as well consider it compiled to native platform.

    C2 can export to WiiU. Unfortunatly unless your an Authroized Nintendo developer detailed information is out of our hands.

    PS4 and XBoxOne do support HTML5/JS game apps, but we haven't heard much detail. Sony and MS don't seem to be offering an outward hand where as Notion Games helped Scirra work with Nintendo. So these platforms may be supported in the near future.

    GM can do more?... ummm. Not really. But GM is a head in some of the plugins. GM does have a 3D tools where as C2 does not have any official 3D plugins. In the end it's not that Tool XY can do more. It's what you can do with the Tool.

    I find it interesting that you find Unity to be slow. To the programming world Unity has spend up gamed development. Mostly by integrating live game development with coding. However if you make games using Game Kits like GM/C2 then clearly Unity is faster is onerous and highly subjective.

    I thought Game Maker was getting console support?