jayderyu's Forum Posts

  • Well as with any networkign code. Providing it has JS support it will work. I haven't really sat down and dug in. But there are few preliminary thoughts.

    * For C2 this would only be for Browsers, NodeWebkit and Crosswalk.

    * For C2 this would only be used for client side Peer2Peer game play.

    There is nothing wrong with P2P, but I know there are people who believe that all online gaming MUSt run through a authortive server.

    * Server will still need to be written using Java and not C2 Event VPL.

    I am however concerned with it's data transfer system. It uses a data polling on individual data rather than say state data. However as I said I haven't dug that deep into the system.

    This I think is fantastic path for P2P or if you have a Java server programmer.

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  • yes. you can use user media to capture device. Then load an image with the Sprite.loadURL.

    There might be another step or third party plugin involved. but you can do it.

  • Doesn't sound like your asking for a tutorial. It sounds like your asking some one to do the core work.

    My suggestion is look on the forums some more. I'm sure I saw a GoldBox or Eye of the Behloder sample some where.

    Also you can use a Raycastet which I have also seen on the forums here. Just instead of small incremental movement. Do a set amount say 200px and turn 90 degree angles. Then the raycaster game will look like a gold box game.

  • AnD4D

    x86 or 8086 is an Intel designed hardware architecture. I would say that 99% have a an x86 based physical CPU.

    ARM is another CPU design. ARM is designed with reduced instruction sets, shorter distance between RAM and CPU to provide more effecient and low powered CPU's.

    The difference is like Vegetables and Meat. If you want cook a recipe for steak you really can't use vegetables. If you want vegetable juice use you can't use a meat.

    The reason your tests don't work is because your mobile devices are ARM based CPU's as most mobile devices are. Might as play a 3D glasses game on a 30 year old TV.

  • Ashley that is an interesting way to go around it.

    As for 500MB that's a super high estimate. I've been arguing for reduced animations from 24fps character down to 12fps animated characters; also reducing 256 frames sprites down to 64. But it's been a uphil argument. I've also been trying to insist using Spriter for animation to have a better flow of animation and certainly vastly reduced characters.

    I will point out that there are numerous tablet games that blow the 50mb sky high.

    Street Fighter 4 Volt. 800MB

    Infinity Blade 600MB

    X-Com. no idea what the size on IOS is, but I gartuntee it's about 1gig

    Plants Vs Zombies 2 ?? larger than 50mb

    Also we found that our audio(wav removed) used 2/3 of our size. However has originally posted we haven't gone through to the mobile size reduction yet and we can cut that in half by removing ogg or m4a depending on the platform.

    But 500mb is a high estimation. I suspect the entire game should probably closer to 200. but I would rather give a larger sample than a smaller one.

  • Dsiep on his second post; posted that he found some one. I emailed him before his second post and replied informing of such.

    Sosensible. Been done. Including custom brush strokes, lines, rectangles.

    However I believe he is doing shape based colouring blocks.

  • Why doesn't the OP just use Frames and Animation groups in the Sprite?

    I noticed new developers don't grasp some of the tricks of the trade for C2 and often bloat the number of objects used.

    I assure 100% there is a way to do what the OP wants without making any changes to the C2 game.

    Here are the suggestions I have.

    1. use Frames and Animation Groups to distinguish your "skins".

    2. Use 1 object for logic. Then use different graphic sprites/frames/animations for skins.

  • IntelTyler Ashley

    Ok. Those are good points. If GooglePlay has a 50MB limit. Then there is a problem. So ok. From XDK on that regards no complain then. So this however does sound like a problem with C2 and having to find a work around.

    I'm not doing a 500MB soon, but this does pose the the problem that when we get episode 1 done. That we can't put our game on GooglePlay due to the 50MB limit.

    This would mean that C2 is going to have to use File Access to access resources in a seperate file/package. This needs to be on Construct2 side as all the asset management is in the hands of Scirra. However this also means we need to make an asset distribute model.... sigh. This also means that when C2 Exporting to Android; C2 needs seperate to have an option to check and load assets from a different file.

    I'm not saying Ashley needs to handle the file distribution. But it would seem larger games are going to need C2 to handle getting assets from an exterior source. Now since Crosswalk has File access. This seems possible.

    Thanks IntelTyler for the heads up. It's not critical now. We are hoping to get funding for the game. But down the road it will be important.

    Also my smaller game that did compile. I made an error due to an small injury. It's 49MB not 14mb. So I'm barely underneath the 50mb GPlay limit. Thanks for all the info.

    BTW great work everyone at Intel. I'm hoping this will all smooth over and Ashley will and hopefully start thinking of some work arounds for larger sized games.

    BTW Ashley you rock for getting the Crosswalk exporter going :). All us mobile devs super appreciate it :)

  • IntelTyler

    Were you the one working on the Pender project?

    I have no problem with the bloated size I expect that since the project needs to include a browser. I have the problem that my game assets are 49MB and XDK won't compile the project due to the larger size of the game. Limit of 25MB and keep in mind the uploads are going to be long. While we plan on releasing The Blue Code as episodic there will come a day where we will want to bundle the entire game as a single package. This could very well be 500mb. This isn't really going to work out well with XDK 25mb limit size. :(

    ASHLEY. that would be cool if Scirra provided a Construct 2 Android test app using a Crosswalk compile.

    Also I would like to point out. That in the details list. You can turn off features which will decrease the final size. My 24MB Droust game was packaged to a 14MB. So to everyone. Make sure to turn off what you don't need. If you don't use a compass turn it off, if you don't use Microphone or Camera turn off the capture devices... etc.

  • zenox98 you might want to re-read the link you posted. I do recall last year that mobile was an optional, but not focused on export. But there was a change at some point and the entire page treats mobile export equally as PC.

  • Probably a good idea. I believe there were some CJS improvements done in the intervening time since 139. Also Physics can be tricky to make sure it's working right. Though your comments don't sound like they were using physics.

  • Steam has sales on C2 more than Scirra does. If you value a cheaper price. Then Steam is your best bet. If you value standalone. Then spend the extra money. However it is the season. They might have a sale in the next few days.

  • I ran with CocoonJS and had pretty good performance. 50+ with the new WebGL.

  • Ashley

    Except for the fact that the decision to use the XDK is a Cloud Compile system with a 25MB cap limit. Which makes the memory management useless. If your game is 25MB total. You don't really need the memory management do you.

    Instead if your suggesting to use the new Crosswalk. Then implement Crosswalking compiling directly instead of using Intel XDK.

    Also IOS doesn't have Crosswalk yet. Though hopefully it will. If XDK can go then I think Scirra can actually finally have a proper Android export. Until then I think the Android Export should be called Intel XDK NEW.

  • IntelTyler

    We super appreciate your joining our forums to help us through to using XDK New.

    But I have my own question. I have a game I'm working on that will be going mobile down the road. The problem is; is that it's a Point and Click Adventure and currently the assets are a lone 50MB. Now I know we can shave that down by a portion. But the music alone is 20MB. So even if we pulled a ton the game is still only a demo. So it's likely the game will be well over 50mb.

    This puts the 25mb cloud compiling system unrealistic for game development that's more than just a quick puzzler type.

    Could you please do local build rather than cloud. Also having to cloud upload on every change is going to be annoying. And I'll explain why.

    Construct 2 is not a system where we code write in the text files. These are quick updates. C2 is a system which is already in it' own spehere of development. So if we need to update we need to export from C2 which already takes a handful of minutes. Then we need to rebundle and upload to the cloud. Then we need to download. This isn't sounding all that convenient :(