jayderyu's Forum Posts

  • c2runtime.js

    at the very top or bottom(before or after C2 closure) insert the API code chunk. Make sure it's part of the window.[foo name space]

    then in C2

    Browser.execJS( api.function_name )

    You will need to insert this custom JS code into the c2runtime every time.

  • What is the need for levels?

    What if it's a puzzle game like Bejewelled?

    Thanks Beaverillicous. Nice of you to offer with the assist :)

  • just to answer how to store data into a C2 var using Browser.

    Action:

    set variable name: Browser.execJS("

    var ret;

    ret = 100 * 100;

    ret;

    ")

    you might be able to get away with

    set variable name: Browser.execJS("

    var ret;

    ret = 100 * 100;

    ")

    There is a Cordova plugin for Ouya IAP. There is game called Sticky Sticky that's an HTML5 tech game.

    caou.org/stickysticky

    and the thread there Caou talks about controller and IAP

    forums.ouya.tv/discussion/797/fixed-webview-ouyacontroller

  • I would love to be able to set a loader screen for those times when the assets are large and the layout vastly different.

  • Actually all input should be in one group and then using the input to call Functions that are the resulting actions. it's very easy to spread out your input but it's not a good idea.

    Instead input should be structured in a similar patter to

    Function.Up

    Simulate Control Up

    Group Gamepad

    On Gamepad Axis Left 0 = UP

    Then call function.Up

    Group Keyboard

    On Keyboard arrow up or "W" pressed

    then call function.up

    Group Touch

    If swipe action is Up

    then call function.up

    .... so on etc for each input type.

    This way if you need to make fundamental control chanegs they are all located in the same spot rather than spread out.

  • Onscreen would probably just limit to the already established cell collision. If not it would still brute force.

    As for distance() i'm 90% that would still run on only brute force as distance isn't part of cell collision.

    "It is rarely true that logic can only be coded one way"

    True, but I suspect this is based on archetictual limits. Requireing some changes would probably require some fundamental low level changes which could have some serious repurcussions.

    but I agree, being able to the cell object list and *cough* cell resize would be great :)

  • I like the cells. I wanted Quadtree, but this is still vastly better than brute force and imporantly the factor of implementation.

    I would also like to determine the cell size. I have a game where the entire concept is LOTS of objects. being able to set the cell size would be very helpful as the game takes place on one screen.

  • i would suggest looking up mode7 on the forums.

  • Khairu

    A few questions

    1. Do you have art assets? ( I can't draw anything :\ )

    2. What quality are you expecting for 1 week?

  • You won't be able to do this in C2 if the C2 game isn't running. C2 at this time can't run as a background service.

    However I think that the Crosswalk team is looking into the idea of providing the service feature for HTMl5 apps. But we will see how it goes.

  • In your case I'm going to bet the difference is Multi core. I don't believe JS runs on multiple cores at this time. So your game can use 100%, but if you have 4 cores then it's only really using 25% of your overall system performance.

    I could be wrong on the JS not using multicore though.

  • tsugaruddr

    you can already do an include for Event Sheets. Events sheets are really a non issue.

    As for layout creation among all layouts. It's not needed. HOWEVER the idea of a LAYER INCLUDE. So I don't believe that the OP suggestion is needed. Actually it's not. But the idea of creation a LAYER that can be done with an INCLUDE like an EVENT sheet would actually be pretty nifty feature. It would work for HUDS pretty well.

    But the question is. is it worth the time and effort. Right now it's best to design 1 layout as a test layout. Implement all the features. copy and strip the copy to it's template level and then just copy/paste the template layout.

    There is also the mentioned programmatic LAYER. This then only requires the OP to go through his current Layouts and add an empty layer at the top. And include a HUD Event sheet in the main game ES. Then it's all a go.

  • I like both methods, however let me tell you a tale about B.

    C2 will always save the image/assets in reserve even if you remove all instances of the image.

    What this means is that even if you "unload" all the images the visual image object will still exist. So there is no memory saving by unloading.

    In the end level loaders are best served for level creation tools or community creation of levels. They don't serve much benefit else where :( so using the Layout editor is pretty much just a level creation toolkit anyways.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Well there is a replace Object already, but var's are not objects. I doubt there will be a variable replacer. The best suggestion is to just start with local/object variables.

    But I did the same thing when I first got the tool. I vars as globals only to realize it would have been better as sprite or local.

    I don't believe this implementation would have long term merit as this is mostly just a stop gap for newer developers.

  • Kyatric answered all the questions pretty well.

    Personally I don't like subscription fee's. I dropped MMO's for Guild Wars 2 and won't go back. I especially don't like subscription fee's for tools. I won't ever pay Unity's subscription model. But that's me. I'm sure some will be fine by it. The idea of a smaller more bite sized price is easier to swallow. But I'm the opposite I like to examine the long term costs and if I can pay a higher now price to not pay more later I will. If I don't have a choice then I just won't.

    I've been heralding the extension/asset store integrated into IDE for a while now. I'm the stance that it will jump the quality, developers and popularity for all of C2. Until then It's mostly a small game toolkit. Though I agree that some developers will prove that C2 has merit. Unity was the same way for a while. Unity needed a couple of solid games before the toolset was deemed viable for full comercial production. C2 will get there.