jayderyu's Forum Posts

  • width: 0

    height: 1

    depth: 1

    Arrays in C2 are wonky. For even a 1D array in C2.

    Width represents number of Objects. So you have 0. No objects to start with.

    Height/Depth. However you still need the SPOT in the object to actually sore the data. So even a 1D array still needs to define H/D with a 1.

  • Is loop off?

    also you can share a minimum capx would be helpful(I only run stable).

  • Well in my game all the players are a

    SpritePlayer with a PLAYER_ID variable.

    I create the player. Set the ID. then create and pin the visual part of the player. If the player is complex with lots of sensors. Then it's a big list of positioning and pinning the sensors to player.

  • Running at 30fps allows for more visual content packed into the scene.

    tomshardware.com/news/30fps-John-Carmack-Next-Generation-Console-Framerate,19864.html

    gamespot.com/articles/watch-dogs-runs-at-30fps-on-xbox-one-ps4/1100-6415059

    While increasing playability for being steady. Also if you run at 30fps you have more leeway to add visual FPS gauges to add extra effects or not.

    Why is always assumed people want it to just run off the idea to make sure it runs on lower end. Even high systems receive a visual performance upgrade for the developer to choose more rendering features over more rendering frames. And you can get more than double the rendering features for half the render frames. Even in 20 years where computers can render real life like visuals. Running at 30fps will still offer more than double the period of time for each 30fps frame to render more detail

    But hey. Why not tell the creators of Gears of War 3 there game looks terrible because they wanted more visual candy over 60fps.

    "There's a good chance many developers may stick to 30fps just so that more content can be packed into each frame. Epic Games is a good example of that which stuck to 30fps with Gears of War 3. "Our target is, and shall remain, 30fps," former Epic superstar Cliff Bleszinski said in an interview. "When asked about 60 we always respond that we'd rather have the extra juice to put more on screen and stick with 30."

    For Gears of War 3, lowering the framerate meant adding multi-layered shadows, wind and particle effects, and levels that changed in real time. Sure, the next-generation hardware will be beefier and likely capable of 60fps, but sticking with 30fps may simply become a choice similar to what Epic Games made."

  • Joannesalfa

    I have a question. I haven't payed much attention to GC lately. Does GC support any memory management?

  • Roccinio

    the problem with your theory is that many PS360 games run at 30fps, not only that there are PS4 One games that will continue to run at 30fps.

    it's not about running down on power. No matter HOW much power becomes more at the disposal; saving 30FPS to increase eye candy, improving physics results will have far higher graphical value that just rendering.

    While some people are proponenting to run less for syncing developement. t's also possible to use the all that juicy render time to just do BETTER rendering.

    Take movies like Beowolf in full 3D render. Those werent rendered and run at real time. To achieve all those effects the computer takes more time. So if we slot 30fps towards more light flare, shaders, bumpmapping, normal mapping lighting, shadows. the game graphics will BURST alive. But beacause we are controlleing are FPS. the FPS is not jumping up and down to break the flow of the game or game play.

    There are very good reasons to run at lower FPS than just to make sure weaker hardware can run the game.

  • Well since it's November 10th where I am; and in fact not much longer either :D

    The Blue Code on FaceBook

    facebook.com/bluecodegame

    The Blue Code DEMO

    Game is BEST experiences with WebGL and Advanced Audio API. If your browser does not support these; either use Chrome or download native OS versions.

    Links:

    Online: herobix.com/bbtree/bluecode-game

    Native Packaged

    Windows: goo.gl/t983vw or goo.gl/TXI4KW

    Linux: goo.gl/jY5y6H or goo.gl/CGIRhI

    OSX: goo.gl/Bcyvn4 or goo.gl/alqzOf

    This is a Construct 2 Point and Click adventure game demo. We have plans to do a kickstarter in a few months. There are some features not in as I think I mentioned prior.

    I suggest Chrome or download. Please like the The Blue Code page :D

  • syncdot robert

    Whew. Then wait is no longer.

    The Blue Code on FaceBook

    facebook.com/bluecodegame

    The Blue Code DEMO

    Game is BEST experiences with WebGL and Advanced Audio API. If your browser does not support these; either use Chrome or download native OS versions.

    Links:

    Online: herobix.com/bbtree/bluecode-game

    Native Packaged

    Windows: goo.gl/t983vw or goo.gl/TXI4KW

    Linux: goo.gl/jY5y6H or goo.gl/CGIRhI

    OSX: goo.gl/Bcyvn4 or goo.gl/alqzOf

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yep, wish they stopped adding exporters for new platforms with minimal user share: tizen(?), windows phone, etc...

    Ashley should focus on iOS...

    I have to agree with this a lot. We have small markets that get better exports than the main mobile OS. I'm not livid about it, but the levels of dissapointment that these tiny shares get better attention than IOS and Android. It's just gah inspire to the gah squared :(

  • I think it's too bad. There are PS3 games rendering at 30FPS to allow the CPU and GPU to increase qaulity physics and game logic. Then it also gives around double the time for the GPU to increase visual quality. Then because the game is tuned to play at 30fps no one really notices.

    But C2 will never support it. So I suggest leaving the discussion dead :(

    This was one of my first requests over a year ago. I see this request a couple of times a season. And when an official response comes in. The answer is usually along the lines. "If it's possible to render at 60fps then why bother render at anything less".

    Well other have given reasons, very good points of discussions, pointed out companies like EA, Sqaure, Ubisoft Watcdogs run at 30fps.

    ca.ign.com/articles/2013/09/27/watch-dogs-runs-at-30-frames-per-second-on-next-gen-consoles

    that's right. Big next gen game. because the graphics and gameplay qaulity can be improved due to more processing time. But it's just not good enough reason :(

    So I gave up.

    However there is an alternative. It requires some extra build time.

    * C2 only draws if there is a graphics change. Take advangtage of that.

    * Grab Rojo hounds canvas.

    * All sprites are invisible at all times.

    * render on to rojo hounds canvas at 30fps.

    because the canvas is only drawn on at the 30fs tick 1/16 or something, The C2 only renders at 30fps and you get all the logic physics quality of 60fps. Still not sure how to increase visual quality though. But i'm sure it can be done.

  • Thndr

    I agree. I feel that if Scirra adopted the an asset store like repository with module support. It would shift and grow the C2 brand to a much larger and percieved value. Right now HTML5 is fighting a lot of negative view in the industry for practical gaming. Scirra I feel is on a path that could changing that. It'a a tool for mass, uses HTML5 base technology, easy to use. But Scirra takes too much responsibilities of doing too many of the plugins themselves. Which is good, but if overall importing and use of code modules and assets were out I think it would undo some of the load on Scirra and foster a push for C2 and HTML as a viable game dev tool to the industry.

    But that's just my opionion :D

    However I do know that implementing Modularity would require some restructing of C2 core engine. Which Doesn't occur that much anymore. So I can see why Ashley isn't in a rush for this support. I just feel with many of the other top voted road map options are mostly out now. That Modularity should come before multiplayer.

  • Chrome can already be compiled for Android with all FLAGS turned on. Chrome can be modified to launch a certain index.html.

    At this time Chrome can be used as the wrapper. Someone just has to do it.

    In the mean time we are mired in polotics :|

  • It's related to Object Definition and related values. Goes back to how programming works.

    class Fruit{

    int weight;

    int grower;

    }

    class Apple extends Fruit{

    string softness;

    }

    class orange extends Fruit{

    string juicyness;

    }

    you can access Apple Object based on the shared version

    Fruit current = *Apple;

    class Vehicle{

    string company;

    string mode;

    }

    class Bike extends Vehilcle{

    int wheels = 2;

    }

    Fruit current = Bike; BROKEN. That's a no.

    That's why UID must be specified with an object type. C2 doesn't have a root object type. You as the developer do that.

  • Joannesalfa

    I agree it's a viable alternative. But Ashley has a point. GameClosure should step up and provide the exporter and Plugin.

    however I think Ashley should just use a custom Chrome browser. This isn't and answer for IOS but for Android. I was doing some research and found that anyone can compile Chrome Beta/Canary/Stable for desktop or Android. So with some tinkering right now someone can just compile a custom Chrome browser to run C2 games.

    I think that's the route Ashley shuold go since wrappers always seem to have these hurdles.

  • Ashley

    I wish they would. That makes a lot of sense. They know there api in and out. Then it's too bad they don't spend more effort on it :(