jayderyu's Forum Posts

  • Yep well said :) Keep up the input :) everyone can learn from everynoe else :)

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  • create sprite

    open sprite editor by double clicking

    right click on the frame panel.

    import sprite sheet

  • Are you tracking the touch by ForID or are you just judging based with the simple and only OnTouch and OnEnd. If you don't use Touch.ForID to track a direct touching instance you can't effectivly do any gamepad conrtols.

    It's why I wrote my tutorial in the first place to overcome the Touch.ForID hurdle.

    good fortune though. Mine only covers the principles and more robust CAPX is a good addition :)

    If you haven't integreated the ForID multi touch. You can build off of the tut and capx from this tutorial :)

    scirra.com/tutorials/398/touch-stick-controllers

  • A good 2D game is a well executed game along with the subject preference of the gamer. I've seen good mechanics hammered by by poor design. I've seen good stories devoured by terrible game play. A good game is a well executed created game.

    Past that I know gamers who just play for the game mechanics and skip as much story and as fast as possible. Then on the flip side I know some gamers who want less game play and more story. The idea of mixing gameplay and story is to broaden the audiance to increase potential sales.

    Personally I like to divide the design down to difference of Sport and Story. Story is traditional to the merit of telling an engaging tell or lesson. "Games" at this point aren't games as they are a narrative experience. Sports however are defined as the players prowess and the challenge of getting better.

    So what makes a good game. Just do one of them well. What sells well. Well WWE did it, blend the idea of challenge of a "sport" with an engagement of a story.

    Anyways as a correction

    --->Fighter

    Street Fighter

    Mortal Kombat

    Samurai Showdown

    Dead or Alive

    Killer Instinct...

    --->Brawler

    TMNT: Turtles in Time

    Streets of Rage

    Final Fight

    D&D Shadows over Mystara

    Golden Axe....

    these are not the same game genre. Fighters are a Sport as they are focued on the challenge of improvement, Brawlers tell a story of heroism.

  • If we are talking about a game. Then mechanics.

    If we are talking about an experience, then it's design.

    IF we are talking about engagement, then story.

  • Sounds like you spawning too many object on top of each other. Double check your creation rules so that your not doing that. Check your profiler to see how many of each object is being created.

  • yes. Don't bother with IAP. I thought I had posted on this thread before, but I must have forgot to repost after the access denied error.

    Ouya IAP is only in Android Java.

    CocoonJS nor Crosswalk support Ouya IAP.

    However if you hunt down enough you can probably find the Cordova Ouya IAP plugin some where. Then you can use CrossWalk with the plugin. Don't ask me how yet. I don't know. But there are a couple of HTML5 games on Ouya that have the IAP. but are using PhoneGap.

  • Thanks. I didn't finish the plugin to handle rooms. I just wanted to test out Photon Client as viable TCP game client. Worked out well enough.

    In the end we are blocked from using C2 as the server back end. Though I'm checking to see if NodeWebkit can access the Photon .dll files. If so maybe we can create Photon Servers using C2. Who knows.

    Right now though options might be appearing anyways. Ashley is looking at WebRTC Peer 2 Peer C2 connections. Might be viable to start building a server up from scratch. But I get the feeling it's going to lack a lot built in latency that say Photon already handles. Who knows. I'm just speculating.

  • Also "reload" the game rather than just join. Seems there is an old damage error still in teh game. must have forgot to remove the error :

  • yikes a post in this old thread :D

    The server has been down for a few months. There just wasn't enough active players at any one time.

    However in the mean time I re-launched the server. But keep in mind a few things.

    * There is very very little in the way latency handling.

    * Internet connections that have a high rate of drops will see lot's of chunking. I never programmed in anyway to offset this chunking. As an example of this situation.

    My friend who lives in the same city as me tested the game out. However he saw me constantly making small jumps. Where as a test player in Poland was playing smoothly. So if you see jumping players. test your Ip connection and see what the percentage drop rate is. My own is about 5% :

    * No one will probably be on. So i suggest just running two copies of the game and see how it runs on both browsers.

    * A game not in the browser will pause :( and build up a very large message list. Again there was no programming to cope for the change.

    With other options coming up I've held my hand on working on the plugin. Also BubbleServer was put on hold due to the busy schedule of the server programmer :(

  • Shaders can't effect gameplay. Shaders are a post process on the the display memory of the GPU. This means the shadow has no value in game space; and so can't really effect gameplay.

    shadows to be effective in gamplay means shadows need to be an object in the game. In one form or another.

  • I'm always shocked to see this question come up about 10 times a month :\</p>

  • My experience. Build the layout manually one tick afterwards.

  • I can't remember the users name. Dreamer? something.

    Did a simple psuedo 3D game world where he moved objects around the player and even scaled them. With the mode7 plugin and whatever math he calculated. you could probably pull off a reasonable SNES mode7 3d.

    the only downfall to all of this is that we still don't really have good Sprite skewing. R0j0 has his Paster that will draw quad and do a skew, but it's an entire canvas. So you need to build all rendering onto Paster. Which might have a few pitfalls or hurdles to come over.

  • You should rebuild and recalculate a path.

    Once the path is calculated it is built into the pathfinder node list. Adding objects won't auto recalculate anything. So it will move through the solids.

    You will probably need to tweak things a little to get them to work right. As a suggestion. Reubuild the path map(not the path) the tick after all the objects are built.