jayderyu's Forum Posts

  • Nope. niether paster nor canvas would be able to do the pseudo 3d shown by the OP. Canvas a little close. You could draw lines, but there really isn't away to do pixel by pixel work or demoformatino of an image.

  • tgeorgemihai

    Do you know of a website that already handles the code for this kind of 2 rendering.

    newt

    If you have a sample using Paster I would love to see it :) I want to work on a demo platformer. But i'm super desiring the perspective angling that the OP is showing off. I wanted to do before. But my desire has now jumped :D

  • Yes Santa a good mobile export that has memory management :)

  • Someone has already implemented the Copperlicht engine as a plugin. I'm sure there is also a 3D box plugin some where too.

    However I agree. I would really immensly enjoy this integrated feature. Because even with 3D there is no collision with other objects(I think). So it's not so good for platforming. However You can just put invisible blocks to make up for that.

    I have to say. You have done an incredible presentation of a suggestion. I hope Ashley does this. I do believe that 3D objects are still valid in a 2D game engine. Gameplay remains 2D, but we get the benefits of rotatable objects. So it's still a 2D engine. :)

  • heh. I think that's a good point. I think the CAPX section should be it's own version of the Tutorial section entirely.

  • I was thinking yesterday there should be a standardized block of information.

    BUILD:

    SCIRRA PLGUINS:

    THIRD PARTY PLUGINS:

    BUILD: 153

    SCIRRA PLGUINS: Function, Sprite, Array

    THIRD PARTY PLUGINS: Lite.Tween, SVGCanvas

    That way we can have an idea what in it and know ahead of time if we wan't to download the capx or if it's a waste of time because we dont' want X plugins.

    Also I think there should be general guidelines.

    * Documented

    Un-documented code can be hard to work with. In fact undocumented code can lead to loss of productivity. This leads to searching for HOW X is done or why can't Y be done.

    * Polished

    The code should be easy to look at.

    * Cleaned

    If there are disabled code. List why. Is it a feature that can optionally be enabled or is it just prior debugging code.

    * Good and meaningful description in the name.

    Example

    "foofongs Bejeweled kit"

    now this sounds good for anyone wanting to get into making bejeweled clone. the capx is downloaded. and BOOM the CAPX requires 10 Plugins of RexRainbows work(dude makes great plugins). There is a problem here.

    1. The developer likely doesn't now how much of it works.

    2. There is likely to be a lot of work to modify the game enough

    3. what plugins do what? no way to tell.

    Instead foofong should have given a title like

    "foofongs Bejewled kit using RexRainbows plugins"

    BUILD: 153(beta)

    SCIRRA PLGUINS: ?

    THIRD PARTY PLUGINS: ?

    The reason for this. Is because then other developers really know what they are looking at. Does foofong actually know how to do a Bejeweled game or is he just muddling his way through using many different plugins. The description can help out a lot to up and coming developers.

    As an example. Someone may be trying to develope a matching engine for a game that isn't anything like Bejewelled as a whole. They don't want to install 4 plugins just for a little mini game inside there platformer. So instead they just want to find the match algorythim. because foofong copied his capx and did only a handful of changes. The capx is mostly unhelpful.

  • yep. CocoonJS reports 55+ FPS. I just want to be clear I never test through the browser on a mobile device EVER.

    I just don't believe in using a browser on a mobile to play games. The graphical bar over head can cause problems. You can't lock orientation. it's just for me not a good testing devise.

    Also my test device is an iPodTouch 4g. So it's not that new or as good as an iPhone4.

  • C2 uses a right facing direction. This is covered in the intro tutorial and a bunch of examples :)

  • I like Rex plugins, but I'm always hesitent to install his. He makes great plugins. But I find they are often linked to other plugins. Board can't be used without his SquareTx/OrthoTx plugin. Not only that Matcher, InGroup, Board are all linked together.

    While this is cool. It clutters up the work space. I think personally Rex needs to compress his plugins a lot more. Board should have matcher and the shapes built in. so on etc.

    But to be honest. Rex is a smart guy. He does this because it's a good way for him to generate work. it's great that he releases stuff for free including many CAPX that I notice people build off of rather than learning C2 or programming themselves.

    But at the OP. I suggest if your going this path. just hire Rex to do some work. he will get the work done faster and save a lot of grief for you and everyone who helps(except Rex :D)

    and also why are you using RexRainbow Function? C2 has a native Function plugin already!

  • Sounds like fun, but with 2 kids and job hunting I don't really have the time :( Plus my strength is programming. Since that's covered well enough my extra help won't be as much. Maybe another time when I have more available time.

    Though it does sound like a lot of fun :)

  • Also to websockets you can check out

    github.com/rexrainbow/C2_plugins/tree/master/plugins

    RexRainbow provided a server techonology and plugin.

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  • Here are my last comments on multiplayer.

    1. The MP needs to server is LIE.

    Servers offer community based features and opportunity for server side cheat checks. However Scirra is going to use P2P, Google Play is P2P. it's not uncommon and still used regularly. Get over it.

    2. REXRAIBOW ALREADY CREATED A SERVER AND PLUGIN github.com/rexrainbow/C2_plugins/tree/master/plugins

    But it's NOT used because of a lack convient access. Stop the that. Drop it. MP doesn't need to be bumped in priority :D

    Ashley right on the effort part. modularity would be architecture changes. This is pretty heafty and can end up causing some serious changes. Even so. I suspect it's the big one that needs to be tackled.

    I suspect the reason why Modularity was voted lower was for this reason. People's behaviour are based on our subject views desires. Tilemaps and multiplayer are voted higher due to the fact of immidiate rewards. Modules offer the greater long term reward, but not in regards to an immidiate fix.

    As a simple example of the difference

    1. Multiplayer P2P comes out.

    2. everyone fragmented works on MP stuff on there own.

    3. people offer suggestions and help

    4. go to 2

    Where as in modularity is first(with asset store)

    1. Modularity comes out

    2. people share

    3. modules improve

    4. people make games from modules

    5. release new feature(MP)

    6. go to 2

    this results that the cycle means a consistent improvement overall and modules that make everyones lives easier :)

    anyways at this point I've expressed my view point from different factets. At this point I don't think I can share anymore :)

    But it's been a great thread :) you all have been very insightful :)

  • That's mostly the point of the CAPX section. It's for people to reverse engineer or to use to build up from. It's not meant to be a robust learning tutorial.

    This is a good idea to get all those "tutorials" where they are not tutorials at all. Also it let's people just find CAPX when wanted. However after looking. I think this should be it's own section rather than under the Tutorials.

    Instead should be CAPX repository. That way this can sorted into there own groups like tutorials are.

  • Hey thanks. I think this is a great start of a repository :) I don't feel it's a 100% finish goal. But it's a great server side start :). It's a good idea as personally tutorials should be a learning environment where as CAPX repo's only need a description :)

    kudo's on the step :)

    edit:

    as a suggestion. Only CAPX that are targeted at stable releases should be allowed. As the Manuals only update the new features on stable release. The capx should target the stable releases.

  • Modulairty before Mulitplayer. Even once MP comes out it's going to be simple P2P. Much of the advanced stuff is still going to be on the developer heads. Think of the Web Audio Api that C2 uses.

    Modulairty will allow better community shared developement where as of this moment now. It's going to be the same problems. Everyone needs to start from near ground zero and build up on there own. And when some one does share it's going to be forgotten or lost.

    Asset store + Modularity is the key for growth.

    Also on a note. There is no reason that MP can't be done now. As the prior poster noted he is doing so NOW. I wrote a Photon Plugin in one day and ran a very servicible top down shooter. I can run my server now and we can play NOW. there is no need to wait for later when the tools are around NOW. It's just no one will use them for various reasons.

    Don't get me wrong. i will see peoples capx and help them out and they will be filled with plugins. But then I have to have spend the time installing these plugins manually :( or the helpee needs to remove them :(.. where as an integrated module asset store could allow a download of such plugins(if allowed) and this becomes less inconvient.

    Modulairty should have highest priority.

    edit:

    I agree with Datawolfpad. Websockets are fine for real time games. That lie needs to end. TCP isn't good for real-time competative shooters and Stree Fighter like games. Everything else can get away with it. Heck most RTS online games still run TCP.

    edit again:

    Here is the thread I started last month for the call

    scirra.com/forum/suggestion-a-call-for-modularity_topic79249.html

    I still stand by this :D