jayderyu's Forum Posts

  • Well my iPod touch 4g which isn't as good as your phone. but seems to be along the same family line.

    I turned on WebGL

    You used a TileBackground, but those should always be power of 2(1,2,8,16,32,64,128,256,512,1023,2048) and not any other. So I changed that to 256. However since your background is only of 1 colour. I made the layout BG colour to that of the image colour. I turned off clear background. Also I'm not 100% sure on this. but I don't believe CocoonJS supports TiledBackground very well and using that will cause slow down.

    You On Touch and Every 1 second is improper. and I fixed that up too.

    Prior the game ran at 30fps.

    Before changes and WebGL turned on ran at 60fps

    After changes

    For me the game runs at 60fps.

    The explosion animation kills performance. And here is why.

    There are a total of 6 frames in your animation. However your forcing an animation rate of 15/19(bullet1/2) was too high. What is happening is that C2 is trying to cycle through the animations faster than you have animations. So this is causing your animation to get into very large loops which is causing a massive performance hit. This really shouldn't happen at all. But it is being wierd. For some reason a speed rate higher than your frames seems to create a minor slow down. wierd.

    I toned this down to just 3 fps for a test and the speed ran fine. Of course you want the explosion to be more than 3fps. So do was you need. But be careful not make it to high.

  • BAnyBudde

    You know Spriter is currently on beta sale cost. So only right now its $25. When Spriter reaches 1.0 Spriter will be be put to the what they intend to sell Spriter at. With that if there really is interest in using the software. Why wait? There are PRO features now where a liscence is needed. Development of animations now will certainly be useful than later.

    lucid

    Any idea when this transition will be smoothed over? Any hints on character maps?

  • I've personally never liked the term indie myself. But the term means independent or more specifically. "NOT A BIG COMPANY".

    Personally I find the term insulting. But that's me. But yes an indie game is just like any other game. Sometimes and what I'm finding to my taste; often are better.

  • R0j0hound got it :). I would consider R0j0 our community math export :)

  • OlivierC

    That's pretty nifty. I like the idea of template with XML files. I should consider a plan like that. It would be nice for designers to easily design levels and load then load the level from a file.

    Currently out team managed this apps.facebook.com/thebluecode in a month. I had the same plan to genericify this into more a tool for other adventure games. But each level is it's own layout. I did a lot of work to let designers handle room design. But that process still has a few hurdles to get over. The last 2 weeks were a major rush and some of the designer friendly facet was lost :|

    The Blue Code

    i'm hoping in a few months of changing the system into a tool for other C2 users. But the lack of modularity support makes using this system difficult for others when I make updates. As some updates will be very large.

  • floor() design is to round the value down.

    ciel() designed to round the value up

    round() designed to go to nearest.

    so

    floor(0.9) = 0

    floor(1.8) = 1

    floor(0.1 * 20) = 2

    floor(0.1) * 20 = 0. Math done in brackets or functions are done first

    ciel(0.9) = 1

    ciel(1.8) = 2

    ciel(0.1) = 1

    round(0.9) = 1

    round(1.8) = 2

    round(0.1) = 0

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  • Well you have an online system. Then you really don't have a choice. So yeah stick with the online system.

    Now are you saying you need to out put that format or do you need to interpret the string into usable number?

    Personally either way I would suggest going to where your getting the number and changing the way your getting the time.

    in PHP using

    mixed microtime ([ bool $get_as_float = false ] )

    would return the time in milliseconds as of . which would be more fine precision for games.(http://php.net/manual/en/function.microtime.php). I really wouldn't suggest working with a full calender time stamp, but instead a numerical one where time is measured off of unix epoch.

    If you need to work with the string value. I would suggest using this as as a starting sample.

    time = tokenate(date, 1, " ")

    hour = int(tokenate(time, 0, ":"))

    min = int(tokenate(time, 1, ":"))

    sec = int(tokenate(time, 2, ":"))

    *to note it might be stringtoint() or toInt() or something like that.

    sec += min * 60

    sec += hour * 60 * 60

    ... keep going for day, month and year. except I would get the difference of year as of launch year of the game.

    I really suggest getting time in ms or seconds of the epoch. Doing so will reduce your work, the server programmers work, bugs and headaches.

    <?php $t=time(); echo($t); ?>

    That would be the easier.

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  • Ok, thanks for letting us know :)

  • Ashley

    Ok. I love the NodeWebkit export. But I also noted that the .exe file alone is 30mb. No matter how big the project is the .exe is pretty much 30mb.

    Of course this is entire browser system wich includes the WebKit + NodeJS. What I'm wondering is. At export time is it possible to reduce the size by not having certain features.

    For example The Blue Code doesn't use WebSockets, Camera, Mic, WebRTC... and many other such features. It would be fantastic to be able to toggle these off and exclude them from the export. I'm not if it possible, but this would be a nice space saving feature :)

    Strikes me that the basics are

    WebView

    NodeJS

    WebGL

    WebAudioApi

    DOM Parser

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  • Samantha thanks for sharing. I love the mixed bag. I hope you do very well in your composing career :)

  • *cough* modularity :D *cough*

    I honestly don't see that the OP can't already be done. Sooner or later developers need to take that step themselves.

    Also I think it's Rex, but there is a game server system and plugins called BottleNeck. So if you need chat rooms and stuff it's already done :)

    However modularity is a functionality that can't be done on the our side just in Scirra's teams side.

  • That's pretty cool. I suspect this won't come with the optional exporters. But I'll buy it. You never know :) Thanks for the heads up.

  • Your gonig to then need to create a list with priorities. Can't say exactly how to do it. There are many ways. but if we are using your example you don't really need one. Just do the action you pressed. I think what your looking for is to NOT overide current priority as canceling is naturally built into programming.

    pc.cur_priority

    On Press Attack

    if pc.cur_priority < pc.attack_priority

    -> pc.animate stuff

    -> pc.cur_priotiy = pc.attack_priority<1>

    On Press Jump

    if pc.cur_priority < pc.jump_priority

    -> pc.animation stuff

    -> pc.cur_priority = pc.jump_priority<2>

    On Press Dash

    if pc.cur_priority < pc.dash_priority

    -> pc.animation stuff

    -> pc.cur_priority = pc.dash_priority<1>

    Now as we can see in this simple example assuming that idle = 0.

    That from Idle the PC can do any and all action.

    However from Attack, Dash cannot be done. But Jump can.

    From Jump neither Dash or attack can be performed.

    You may want to add timer triggers to reduce priority after a period of time.

    On Press Dash

    if pc.cur_priority < pc.dash_priority

    -> pc.animation stuff

    -> pc.cur_priority = pc.dash_priority<1>

    -> wait(0.5) -> pc.cur_priority = 0

    That way available actions can open up.