jayderyu's Forum Posts

  • sigh. I can't speack bscarl89. But I made a startting error with my earlier problems.

    First I want to point out there is a difference between XDK and XDK NEW.

    XDK ran on java XDK new runs on NodeWebkit. I'm not saying this is a fix for everyone. But if you previously had XDK make sure you get go out and download "XDK NEW"

    I'm going to check things out with XDK new and see if there is a difference.

    I agree with Syzmek. If Crosswalk is the target. Then I think C2 should support a full Crosswalk export and handle the complicated commands itself. However keep in mind that we will likely have to do the middle groudn work of installing the Android SDK and stuff. But this is a worth while option.

  • You can't. Layout's are just an reprentation of the current assets and code to be run. They don't actually represtent anything else than that.

    You can however use dictionary/array/webstorafe to store some data. then at the start of the layout create an object based on the stored values.

  • I have the similar trouble as bscarl88. I compile, but it just goes back to the prep screen. Doesn't reach the compile success screen :(

    Also my test is 50mb just assets and from a warning I saw in the system there was a limit of 25mb.

    If there is a limit of 25mb. this is going to **** :(

  • heh. I did. They gave a vague answer possibility answer. Not on the immediate roadmap though :(. But it wasn't a no answer either.

    To be honest. I'm still not really happy with them at all :( Though they have shown improvement the last few months.

    Personally I'm hopping for Crosswalk to turn out well. But that still leaves the IOS side still a problem.

  • I have a question for those that have run compiled and run an APK.

    Do you have Physics.

    What was your FPS.

    from the two video's shown the FPS were two ends of the spectrum. However I noticed that the slow game was likely using Physics and the fast game wasn't. Now of course this may not be a factor at all. However we know that Physics integration often is a hit or miss especially at the moment as C2 is movig to use an ASM.js version of Box2D.

  • Are you using the save state system provided by the plugings?

    If you are then that is full of TONS of size catches. Please understand that the savestate system primary design is to save the current state of the entire game. This sounds like a good idea. But it is not. Most games don't need every memory facet saved.

    When you use savestate and don't specify what not to save. Your going to save every piece of information on every game objects. Every sprite, every state of sound, every array data, EVERYTHING. You are in effect almost saving a copy of the entire game.

    A good save system only saves pertinent data. which includes inventory, position, progress of the game. Where as the save state saves far more. if you need or want to proceed to use save state then

    use the plugin "don't save". use these these a lot for all your terrain data. because if your using savestate with the tile plugin. Then you saving the state of every tile.

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  • Just to be clear. The OP posted the question

    "Q: is Ludei planning to implement Layout-by-Layout loading? to avoid memory spikes at the starting of app?"

    This is directly related to C2. There is no such things as Layouts in the programming or game design. this is a C2 thing only. This is realted directly to how C2 handles levels, object grouping and memeory management. The question proposed does not focus on memory management.

    The answer and this is important to note. Does not talk about memory mangement.

    "A: "We're not affiliated to Scirra and the goal of our technology is to empower HTML5 games, an not being attached to a certain exporter. It's not in our roadmap at all."

    Instead the answer only directly focuses on C2 export. The OP question was wrong. Instead the OP should have asked "Will CocoonJS offer and provide better memory management so that we can make larger games".

    So please don't get on Ludie case about the answer. There is nothing disappointing about the answer as the question doesn't target the problem.

  • To confirm. There is no link. Just the link text.

  • Gotcha. Well then your solutions are

    * reduce graphics to increase render time.

    * strict mobile design

    * tricks

    * modify your game logic to a slower FPS to maintain smoothness of play

    or just have players play from the browser. Not ideal, but it seems to be the situation.

  • yes you can do a night and day cycle.

    On a layer add a WebGL FX. Then adjust during runtime. The effect name I can't recall off the top of my head. but it's there. Don't listen to DocAi.

    yes you can make an MMO. Don't listen to them. Those who say that just want Scirra to provide the entire MMO backend so all they have to do is the game. If your willing to dig into networking or use RexRainbow's BottleNeck server AND Plugin. Then you can do an MMO.

    The only two limits you ever need to be mindful.

    Hardware power limits

    and Browser features. ie does your chosen platform support WebSockets. If it does then your good to go and anyone who says otherwise. Isn't someone you should be listening too.

  • This is a known issue implemented by Apple. Apple will not JIT compile of JS code. This is why it is suggested to use CocoonJS.

  • I would suggest increasing the pathfinder turn rate closer to 1000 or more. Right now it just feels off and none responsive.

    I'm wondering about your iso system. Looking at Era. Era's looks to be a 2D game using an ISO looking objects. Does your manage to do the ISO math for objects?

  • I suspect the OP want's to start a Kickstarter, but cannot due to his location. However the way the OP phrased his request suonds like some prince needing help :D

    OP try Indegogo instead. Until you have software partner I don't suggest blind kickstarting with someone.

  • impossible to slow the FPS processing. Ashley can't/won't apply an advanced FPS controller. Ashley has a strong opinion that there should never be a reason to slow the renderer, but there may be limitations within the browser environment itself.

    The best you can do is swap the your own logic of thinking to do this. Instead of running your game logic update nativly you can in stead update your game logic using X seconds.

    so if you know that 60fps is apx every 0.16 seconds. Then

    On Every 0.32 seconds(every 30fps)

    -- do logic

    however this will require you to do a lot of custom logic and redifine the numerous behaviours move X persecond values.

    so then you could do something along the lines

    var fps_slow = 0.32

    Every fps_slow + (numberofsprites on scree / 40)

    that way you can try to mimic the slower aspects of having more objects on the screen.

    The other option as some one mentioned. Use a loop to lock the. personally though I don't like that and it feels sloppy.

    Burvey

    It wasn't working the way expected because it was a quick hacky version. Ashley mentioned that he feels it's not worth writing a more complicated FPS controller.

  • Well first off. There is no such thing as asset security. If a cracker want's access they will get your resources.

    Second. No not really. There is no way to protect your assets.

    oh hey. here is an unreal package extractor. This is for Bordlands and other Unreal games like Batam Arkham series.

    borderlands.wikia.com/wiki/Extracting_PC_resources