jayderyu's Forum Posts

  • Ashley

    Pretty much what the thread is asking for. The resize tool is great in sprite editor. I love that it can do for whole animation. But anyway we can get it to maintain an aspect ratio for resize across the whole animation.

    As example maybe add a %box and when the %box is updated it will note the changes what the size will be. Then when scaled across the whole animation all animations will maintain there visual appearance.

  • Nov 10th you can get your hands on our Demo P&C adventure called The Blue Code.

    Dialogue script engine. Check

    Character depth scaling. Check

    Inventory. check.

    Although I wanted scrolling background the artist and level design were started 6 weeks before my join date. They also insisted on no scrolling levels :( oh well. I had 6 weeks to code from near scratch.

  • Probably won't do anything. It looks like an app creator using java/obj C premade objects. There seems to be no connection to executing JS code or JS access to browser technologies.

  • lucid

    Thank your for the update. I appreciate that it will be a priority on the next plugin update. I'm going to assume that B6 is in the winds when it comes to release date then.

  • Ashley

    That explains then why the count is so close to each other. I was under the impression they were there own individual estimate.

    How my set up works is that there is a

    Room Layout

    Include Room-Event-Sheet(which is specific room based stuff)

    Room-Event-Sheet then Includes the root Mechanics.

    It is a little unusual to read, but I get that now. thanks for the interpretation. So for me.

    Room is the two main ones as it includes it's own and mechanics.

    You rock as usual.

  • FYI. In the Project properties. You can set it to NOT DRAW background. If your going to fill the entire scene with your own images. Then don't bother filling the background with a draw call.

    It hurts mobile performance to waste the render since most mobile for C2 is render by pixel amount. As a suggest think of the situation like this. if you can draw 3 times the screen resolution. Then rendering a coloured background is 1/3 of your render allocation. Not only that it's 1/3 you never see since then you cover it with images.

    Also for rendering large sprites for backgrounds. make sure your images are not larger than the render speed. As someone pointed out that 2024x2024. however make sure your mobile targeted device supports that. You might find it's only 1024x1024 and then your hurting for rendering images too large still.

    However for whatever you target on your mobile device will just burn through on a desktop. So while rendering 1024x1024 is your target for mobeil(don't qoute me that as truth. This is just theory) is great. The desktop will just eat that up and no effective loss of performance. As performance is so much more anyways.

    TEST ON MOBILE. Every notable change. TEST ON MOBILe.

  • My fix was creating a small sprite called.... drum roll.......... Camera.

    I then PIN the Camera to that of the object I want it to scroll too. If I need to stop that or even scroll elewhere. I UNPIN, Move, REPIN if wanted.

    However. I do agree. That it is strange not to have a toggle.

    Also on top of that. This would be a great tool for multiple players or scroll to objects.

  • Sounds like he is using the template to create a Tower Defense game. Hoping that it's a full enough game to distribute.

    Templates are exactly that. Templates. They are the core foundation to make a game. Not the result of the long process of making a game. There is going to be a lot of work to take from template to finish.

    This includes counting the current number of turrents with

    Compare 2 Values

    Turret.Count < TURRETMAX variable you created.

    And then you will likely need more past that.

  • More update for The Blue Code at

    facebook.com/bluecodegame

    There is a picture of Archebald, Lisa's husband. Also the demo will be released on Nov 10.

  • Unfortunately it so far seems that C2 doesn't use an improved fixed timestep. C2 uses a simple version so I'm sure it's going to be impossible for solid deterministic physics using C2 current implementation of Box2D :(

  • Hey Ashley and others who would understand. It's been a hectic last few weeks. I sat down with the debugger-profiler to see if some of the bad spots can be improved.

    Reading the profiler I find that i'm not sure how some of the estimations are where they are.

    <img src="https://docsgle/file/d/0B0V2EvCXNzYURFVRbks5ZWF1dGc/editusp=sharing&pli=1" border="0" />

    docs.google.com/file/d/0B0V2EvCXNzYURFVRbks5ZWF1dGc/edit

    Included text link

    What I don't understand is how some of the numbers standout.

    As can see the Event-Kitchen is 22.9%.

    but counting up everything I don't see how the count comes out to that.

    I just don't get where the 22.5% is coming from. Does each event sheet count for a large %?

    Everything is in a Group. Each group shows the %. The groups themeselves are all very low. But once we count the root group/event sheet. There is a large jump.

    Anyone have any idea why?

  • lucid

    Sorry to ask. I know B6 is a major focus. Which I'm looking forward to. However my game is at an impass waiting for Character Maps in the C2 plugin. Is there anyway to get a small update for Character Maps in the mean time?

    My animation skills are lacking already, but I do have enough of a Spriter object going with Character Maps that I can put a demo release of my game. but I'm sorta stuck with just usign the grey template :(

    It would be super fantastic to just get a small plugin update. PLEEEEAAASSEEEE :)

  • Well your logic flow. yes you should be able too. So i'm pretty sure you can. I don't believe Clay.io is that picky about which store to use.

  • Share you capx.

    You might be just running too many objects. Even in CocoonJS you should probably at most run no more than 100.

    HEre is my suggestion. Use their launcher. Test the physics sample. Then keep on adding more objects. Then you will get an idea of how many objects your game could handle with good performance design.

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  • piotrtekien

    zigfu.com/en

    Also KinectJS leads to KinecticJS which is an animation library not a MS Kinect bridge.

    If your only going to use Kinect for a nodeWebkit exported game. Then your good to go. However if your wanting access by the internet browsers. They would require to install a plugin and that is very unreliable and LARGE. Sitting at 120MB. Most people won't install a plugin that requires that.