jayderyu's Forum Posts

  • Doable yes, but not naturally in C2 right now and I can't imagine will be real soon. You can try the Base64 plugin in the plugins section of the forum.

    However what you are looking for are these

    ToBase64 which is done prior to AJAX sending

    ToBinary which is done once you received the AJAX parts of the fine.

    base64decode.org

    maybe some where here will have some tools where you can make an Encode and Decode plugin for data files.

  • What audio files are you using?

    I believe IE and Safari only use MP4A while Chrome and FF use OGG. I'm not 100% sure on Safari though.

  • As previously mentioned I have used CJS on the Ouya thruogh C2.

    How about sending a simplified capx of just the problem. I'll take a look.

    I wish I can give you a quick fix. But when I developed my game I prepared it to be Controller,Keyboard and Touch. So I built mine around an abstraction layer of functions. I know I also built mine by storing isDown state into an array on the controller and used that to determine on press and on release. Since Ouya controller api doesn't have a proper on release or down. i dont' remember which.

    but I can take a look at yours and see if we can find a work around.

  • rangelrmorais

    There is a template you can work off of in C2 templates. Just choose a new project and scroll through the list.

  • Did you delete the prior directory. Make sure it's 100% clean.

  • In the main Spriter thread in this forum. Lucid talks about that C2 won't implement those features until Spriter reaches 1.0. This is because the features are rolling out really fast along with the fact that Lucid(Spriter) won't update the plugin until Spriter 1.0 is done ;|

  • When I need an associated text file for notes. I import a .txt file into the files section. That way I have notes now locked into the project. Then I get the advantage of using which ever editor I want.

    double win

  • Zharzew

    What gamepad problems are you having with CocoonJS?

    I knew from Ouya developer release that the controller doesn't have all the normal input. After making a work around for that my Ouya controller worked with CocoonJS.

  • To the OP just to clear up the subject. Your reporting 500-1000 collision checks. That's good less the better if you can get away with it. however Performance boost isn't really magical situation. Even when one element is improved in speed doesn't make the entire game suddenly work better. It really depends on the stress of the game on the area at hand.

    We know that renderering is slow. If I have 60fps with just 10 small objects and say 20fps with 3000 objects. When the performance comes in and and the 3000 objects can now run at 60fps doesn't suddenly make the 10 small objects run at 300fps.

    The same rule applies collision checks. Sure there is a performance gain, but only in situations where collisions were slowing down the system when the time taken is more than 0.015ms(time of 1 frame).

    500-1000 collision checks isn't going to hang up your CPU. Where as BluePhaze 50+k collision checks will see a vast improvement.

    Since you seem to be bottled necked it's not collision checks that causing the performance problem. Also I'm not sure, but I though collision cells came in after r153. I could be wrong, but it's not really the point of the post.

    My suggestion is to check the debugger and find out what's bogging down your game.

  • My suggestion is to start with creating Family groups called UserObjects.

    You will need to create a family group for each type(Sprite, SpriteFont..) whatever is needed. make sure that your UserObjects has all required data. Then loop through each UserObject turning each object into a JSON into an array.

    Then you can use the the JSON output of your array to send up to your server.

    The next job is. You need to itterate throug the objects and place them in the level.

    Otherwise you can't actually create a proper URI out of data. You just have to it as an AJAX.

  • Use platformer. Even with a jetpack you can still take advantage of all the other platformer actions. Plus it's very easy to do jetpack with platformer.

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  • Please do a "Save as Single File" instead of sharing the caproj folder.

    A CAPROJ

    is all teh files in folders for easy access.

    A CAPX

    is all the files in a compressed ZIP file for easy moving around.

  • wow, 5800 collision checks.... You probably want to trim that some how by coming up with some creative ideas.

    do you have a sample of what your game is?

    Also to reduce some collision checks you can check in a style similar to

    Every Tick

    var chectype =0;

    checktype = 2 then On Collision of player with Enemy do stuff

    checktype = 1 then On Collision of player with hazzards do stuff

    checktype = 0 then on collision of player with goodies do stuff

    chektype + 1

    if checktype is > 2 then checktype = 0

    this way your cycling through your collisions.

    though your using cells so is there many objects trying to colide with other many objects?

  • It's not hard to add toggles to allow auto updates for both "stable only" or "beta". It's an optional feature one not required to be on.

  • At the time I had a Colour Computer 1 & 3. But I did play some Commodor Games. My favorite C64 was Alice in Wonderland. It was an eye opener for game design for me.

    For the CoCo3 my favourite were the graphical text adventures.