jayderyu's Forum Posts

  • R0J0hound

    Anyway we can get Paster to be able to save to a PNG and Base64. I'm working on a Avatar face maker, but the C2 screencap is overkill on size. Paster is perfect for the sizing and final output.

  • Also to the OP if you really need to. Just change the collision box so that the 2 sides are 1 PX smaller.

  • I agree with priotorizing features

    Modulairty NUMBER ONE

    Tween

    I do agree though C2 should have an official Tween/MoveTo. It's so basic and yet there are so many other options. but a solid land on XY value just doesn't exist. However LiteTween is awesome and works super well.

  • It's clear. You may use your license only for yourself. Your friend will need his own license. The business version I don't believe is a multi license copy. it's just a license cost for companies making an income.

    Your friend will need a license. I understand your position though.

  • yeah you can do it. Your going to have to go the extra mile in regards to the drawable canvas.

    I would suggest checking into RexRainbow's bottleneck for the socket communications. Although you might be able to copy and modify the user media plugin to use a custom drawable canvas rather than say use the camera.

    User Media will support live chat.

  • That's outside the scope of game engine. I'm pretty sure I answered this question a while back with a psuedo code example.

    However there is also the timeline 3rd party plugin that would do the same.

    However I would say that most cut-scening isn't done programatically, but instead done through animation software. Why don't you try using Spriter.

  • You can try downloading the license file again and put into the C2 execution directory.

  • Well mrchay is trying to do just that at this thread here.

    scirra.com/forum/apk-creator_topic83867_page1.html

    however it has some problems. It doesn't create an export with the export button. But if your export to the compile directory of his project. Then run go.bat. That's all there really is to it... But as I said it has some problems and isn't ready for practical use yet. hopefully soon.

    It would be however awesome if Ashley would provide this design in C2. It would only increase the C2 size by about 10mb install. With some options in C2 for manifest names, key location so on etc. We could have a bonified Android version of a NodeWebkit like compile... including the 20mb overhead :D

  • So I hunted down some info. and here is my ADB logcat of errors.

    01-14 14:17:28.415: E/Trace(3804): error opening trace file: No such file or directory (2)

    01-14 14:17:28.855: E/dalvikvm(3804): Could not find class 'org.xwalk.runtime.extension.api.DisplayManagerJBMR1', referenced from method org.xwalk.runtime.extension.api.XWalkDisplayManager.getInstance

    01-14 14:17:28.865: E/XWalkExtensionManager(3804): Failed to read extensions-config.json

    ----- I think this is the one that breaks the program --------

    01-14 14:17:30.245: E/chromium(3804): [ERROR:audio_manager_base.cc(422)] Not implemented reached in virtual std::string media::AudioManagerBase::GetDefaultOutputDeviceID()

    ------------------------------------------------------------

    01-14 14:17:30.285: A/libc(3804): Fatal signal 4 (SIGILL) at 0x5e390a8c (code=1), thread 3870 (om.xdkhtml5test)

    I've tried using other APKs to test with. But they all compile to a just the assets size and not the entire run environment with it :|

  • That's a good point. I'm not familiar with how C2 uses audio. I do know it does use the advanced WebAudio API. maybe how it defines it. I think C2 uses AJAX calls to get local downloaded audio assets rather than putting in <audio> tags.

    Personally I think your onto something awesome for an exporting. I think how your doing process is a better path. But your right it does have some hiccups.

    Thanks for the offer. But i'm terrible at working on project pages :| I often forget about them being cought up in my active projects. but I am interested in this working as it avoids the cloud service of XDK. Not that i'm saying anything really bad about Intel and the XDK. I just don't like the idea of having to upload 100mb+ for our PnC adventure game when the assets need to be updated.

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  • Just as a report for the matter of the Android topic and not specifically addressing stevefromio

    While Android is indeed a minefield. There are good practices when one understands the Android eco system. The article is good coverage that the IOS ecosystem is very different from Android and indeed Android takes a different route. But knowing how to "play the game" of the ecosystem on Android can prove to me more profitable than on IOS. One of the large and money consuming problems is different platforms. Going from one platform to another platform on a post production can be very expensive. However PC developers have pretty much had to deal with different hardware issues for years and do so well.

    tested.com/tech/android/3724-can-an-ios-developer-flourish-in-the-android-world

    In the long run our use of C2 I feel is a doubles bladed sword. On one hand we don't need to concern our selves with platform porting. What we create is mostly multiplat by nature. WebGL in theory should by the WebGL developers take into account the multiplatform fiddly bits. However the other side of the blade is that we wait for them.

    If more developers took Android seriously such as FireAxis games X-Com we would see that success. However too many IOS developers using specific IOS code try to port to Android and expect a near 100% port. Which isn't the case. So they need sink a lot of money into the port which cuts into the profits and makes the overall effort a negative experience.

    Time is the ultimate ally of the consumer and with our current contenders Android is the going to be winner. But by no means should any one consider IOS not a successful platform. it's great :)

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  • I will agree with that. And much to my surprise poor ISP connections can be found in my own city of Vancouver. My friend who lives in our downtown HUB had very poor performance in my TCP game. I suspect if I handled TCP messages better I could get around that. TCP requires more overheard to handle latency problems where as UDP just needs redundancy for lost information. UDP is probably easier in the long run than handling TCP latency.

    However as a counter he does play Guild Wars and WoW and other TCP games with no problems. He is also an active player of League of Legends, but I'm pretty sure that one is UDP.

  • Joannak

    You don't need to buy the software to have an account on the forum. Forum accounts are free. Because Forums accounts are free the rep limits are to reduce spam; which for the most part are doing fine.

    However you do raise a point. I think anyone who pays for a Personal License should automatically get a pass for many of the limits.

  • While stevio is right that Apple percentage of buyers is higher, there are more users of Android. In the end I suspect that quality games will balance out. Where as free games not so much.