jayderyu's Forum Posts

  • LOL, that's sooo true. I'm not sure who is taking responsibility of the plugin. Though we hear tidbits here and there of who it. It seems in practicality each group claims the other :D

  • blog.ludei.com/cocoonjs-1-4-5

    The new version of CocoonJS is ready (changelog below). Please, send us your feedback about this 1.4.5 version, it helps to find bugs and determine next improvements. Enjoy!

    Added support for iOS7

    Dropped support for iOS 4.3

    Core

    Updated to iOS7 SDK

    Slight performance increase due to migration to C++11

    Improvements in Core Javascript communication

    Launcher

    Updated launcher service UI for both iOS and Android

    New CocoonJS and Ludei logos!

    Javascript

    Moved the ?focus? function to Node instead of having it inside HTMLElement and Canvas

    Extensions

    Multiplayer and Social

    Added support for Google Play Games

    I haven't looked deeping into this. But does this mean that CJS now supports Google Play multiplayer service? That would be a huge step for Multiplayer and prsonally I feel could lock CJS position as a HTML5 game wrapper..... Too darn bad they won't make a memory manager.

  • I create a variable called PLAYER in botht he controller objects and the Player object.

    Then when a controller object is pressed. I have direct access to the Player ID. Which then I compare to create a SOL of just that 1 player.

  • Ashley

    Well thanks for the reply. On the list, but not in the near future. I figured polishing up and trying remove bugs from the load of new recent features were higher priority.

    Though I do feel that Modules and an integrated repository would help Scirra a lot. Right now there seems to be too many people that don't want to use Plugins or just can't find them. Some people feel that if it's not Scirra then it's not worth using :(. A official Scirra repository would help break the barrier :)

    But I guess it's going to come when it comes.

  • What you need already is implemented.

    Just make 1 Family called Enemy. Give that Family health. All Enemies are part of the Enemy Familiy.

    Then use 2 other Families called Bosses and Minions.

  • Well I have to admit I love the recent features that C2 has been coming out with. To my surprise I really enjoy the debugger so i can watch variables and data in arrays and dictionaries. However with so much out now I was hoping to make a call out for the Scirra team to work on Modularity.

    I was thinking about Modularity and how from my experience could be implemented and it's use of functionality for developers.

    * Extend Group to Group Module

    Right now Groups are already an object in C2. They are in the debugger, they can "hold" local variables, functions and loops all register to a Group. Groups make a great starting place to build modularity from.

    * Group Module

    Is a new category called Module(simlar to Layout, EventSheets, Object, Families). Modules are an EventSheet with a Group as a requirement.

    * Group Functions

    Functions are a good plugin, but the fact that they need to reference Plugin.Call(myfunction) is definetly cumbersome. Instead Group becomes the Function Plugin. And Function's are baked in. So instead of Function.Call(""). We can now just use GroupModule.myfunction. Of course this means that GroupModule get there own "compile" prior to being used. So to update changes in a Module would require an in IDE Build.

    * Group Objects

    Right now to import an EventSheet/Events. The developers needs to create an object that's used in the sheet and declare all variables named exactly the same. This is fine for smaller works. but anything that really digs into a lot of meat and chewy work; this effort becomes more of a hassle. Also on top if the module developer updates there EventSheet the using developer needs to make the appropriate changes.

    Well if objects(sprites, arrays, dictionaries, spritfonts....) can be baked into the Group module. Then this becomes easy to make updates.

    As a simple situation. I am working on a Point and Click Adventure. There is a lot of work that went into project. I would like to someday offer the entire work to the community. But odds are the EventSheets, objects... will get updated with new features, improvements.... Someone who decided to use my stuff won't be able to effectively update due to the large amounts changes. They would either have to continue working with an old version or I and they would have to design and follow some kind of update sheet. Very inconvenient and not practical.

    * Group Events & Actions and Expressions

    It would be fantastic that a module can offer ACE development design.

    * Private and Public Objects

    For API safety reasons it would be great that objects can be declared as private or public to other developers. Access to to public objects can be done in the same tree like manner on the module similar to opening a folder.

    * CAMOD

    We have CAPX Construct ? Project Zip. CAPROJ Construct ? Project. So now there is Construct ? Module. These are optionally minified capx.

    * Open or Closed CAMOD

    It would also be nice to have the option to allow or deny others access to the Module EventSheet/s and objects for modification.

    * Module Repository and Asset store

    This was inspired by Unity. I was browsing the asset store on the Scirra website today to see any new items. I had the thought that most C2 developers probably don't even know about the store(I could be wrong). C2 could use the benefit of having a link to the webstore at the top among the RUN button(not just the start page). Also it would be great if it was a New Window with no browser frame. That way it looks more integrated with the C2 program. Also downloading an asset should download into an Asset library in C2. While offering this. It would be great to offer a Module Repository so people could get the module integration.

    So with all that with Debug, gui improvements, profiler, tilemaps are out. That's some of the big items on the road list. That leaves Modularity and Multiplayer. I firmly believe that Modularity will enhance everything of C2. I certainly believe it would push the usability and accessibility and developer utility by leaps and bounds.

    Also doing this offers OOP design model which I know appeared elsewhere.

  • At the top right corner of the page is your name.

    Click it.

    A drop down box will come...down?

    You will see "Your Purchases".... click it.

    The new page will show "Get Assets"

  • I beleive it's mostly just a reference for your personal sorting. i know that the actual exports all the music, sound and extra files are just put in the root.

    heck i can put sound in a music folder and it still plays when I specify the sound folder.

  • jayderyu

    I actually got something to work 5 minutes ago. I'll post it here tomorrow.

    Awesome. good work :)

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  • I haven't introduced my game yet.

    I'll take a look today when I have more time. But my games gameplay is much simpler. The only control is tap the screen in your favour. No buttons or anything to speak of.

  • I'll take a look today when I have some more time. If there is no answer that is :D

  • That games looks amazing. Looking forward to the game to be out :)

  • That's a really cool idea. I love the idea of tablet multiplayer games. I like this idea. I'm working on one myself right now. just a quick game. Looking forward to seeing this more :)

  • Do you mean something like this in the video for level selection?

    . this is a C2 game with gamepad which is going to Ouya.

    I'm not 100% sure what you mean.

  • Ashley   

    This is a bump... I hate bumping and prefer doing work around. but the sound engineering is kicking my rumpus to use more advanced effects. And the more I use the advance effects I find them currently difficult to easily work with.

    It would be awesome that when adding an effect to a tag stream. That the effect could be named. So instead of working off of a 0 based index. The developer can check for string name.

    In our demo of a game we are working on we have various effects we are adding.

    Muffling with lowpass

    Convolution of 2 different types and more than likely more as we go

    At this time I'm just going to give a single example.

    The audio tag in question is called "step". It is of course a foot step.

    There are two convolutions we want to use with Footstep. A stone hall and a home.

    There is also muffled on carpet in both convolution stone hall and home. When the player walks off the carpet the game needs to remove the effect. this can be done with the params.

    We need up and down these effects. but doing so with 0 index in order of added has been difficult. :(

    what we want to do is load the stream up early on in the game. Then use sprite collision objects with string names and values to turn on and off these effects. So when player walk on the carpet there is an overlap(while true) to up the effect of "shallow carpet muffle". When the player walks off we lower the effect of "shallow carpet muffle".

    In a simpler web game it's easy to work with numbers. But as we are looking and many different environments and filter effects over the span of the entire game. The 0 index can soon fall out of control as more is going to be added.

    So I'm going to bump this once a day until a response comes up :D