jayderyu's Forum Posts

  • Ejecta doesn't convert JS to Object C. Ejecta is an interpreter for JS that maps JS to Object-C function calls.

    The game is still written in JS and so no way to use an ObjC to Android conversion.

  • I like the lighting system you have. I shoulder consider implementing such a thing. but I don't have light maps to go with what the scenes are(I'm not doing art).

    I got dialogue tree's going. Fallout style :D

  • You can use CocoonJS as the export and wrapper for the Ouya. My game isn't out, but I'm working on one. Hopefully out in a month or two.

  • Thank you so much. You saved me much time and frustration :)

  • I answered this when another asked a question.

    The answer is yes it can be done.

    The thing is. Game creation with an open tool like C2 isn't about "can C2 create Y game". It's about can you make the game with all the tools. C2 has a wonderful number of tools that you can make ANY 2d game. It has fantastic tools to make a platformer in minutes. But outside of platformer, top down, and some in the samples. Your going to need to put in a little more work.

    I managed to create a P&C demo in 10 minutes. After 4 hours I had

    scene changes

    scaling with the scene

    item pick up

    inventory

    positional and distance audio sounds

    however like any game moving prototype to a polished product is entirly a different story.

    Check out The Blue Code. It is a demo Point & Click adventure game done in C2. This is the facebook page.

  • Yep some one has. ME :D

    Is it worth it?

    Well I've enjoyed the work. But I'm still working on the project. You can check the project page here The Blue Code

    Well let's just say this. You can use another game kit that makes P&C adventure games. But I hear anything outside of P&C is a lot of work and super hacky.

    Where as once you get your P&C system up and running you can then convert it over to other games and if you need anything inserted it's not hacky. It's just C2 coding.

    However there is a lot of ground work to do before you your game really comes together.Where as using other P&C tools let's you get going faster.

    So your choice is get your game going now and be restricted in potential

    OR

    Put more effort in the ground work and have a lot more versatility.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • ArcadEd

    ????? WOW, seriously. There they boast there core IAP can handle any IAP system through CJS, but now not interested in the Ouya IAP....... this blows. I'm not sure what to say. I think I'll try and contact Boxer8 and see if they can nudge them. This is serious joke. They are bumping the number of other OS but not Ouya. sigh, just a big sigh.

  • Ludie

    Thank you very much. Super appreciate it. I'm having problems that my games buttons don't work, but I hear other people having no problems. So i'm going to look in to that. But initial tests are looking good :)

    Any idea when the IAP will be ready? hopefully soon :) I'm "planning" to release my game in November. I'll let you guys know :)

  • it would have probably been faster to use bit shifting rather than addition for

    acc += acc

    probably

    acc = acc << 1

    n = n << 1

    The method he uses is still requiring the computer to addition. Which is fast, but bitshifting as the sample above litterally means acc += acc without the math. It bumps the bit's up.

    Using a custom mathlib is common for the bleeding edge game engines. However it's not that simple of a job. Mostly the work isn't the math. It's that this form of math works best for INT32 and INT64 based math. The hurdle is handling FLOAT32 or FLOAT64 math operations.

    He is using the model of doubling up. Once the add it's higher it's just a system of reducing the over amount by the remaining.

    I remember hunting down a Java mathlibrary back when I was trying to do games in MIDP Java for mobile phones. before Smart Phone :D

  • Well I'm looking forward to the demo on Nov 11 :D

  • Needs repeating

    NEVER use Physics with any other positional behavior. EVER. There are ways to make it work, but it's more effort than it's worth. Physics does not use the same rules as the rest of C2. Physics uses Box2D and is in it's own universe of position, collision.

    you can use set position with Physics, but avoid anchors.

    Anways

    remove Anchor from your Physics object. Remember that the game scales the window and the position may not be accurate. Find another method to move your Physics.Imovable.Floor.

  • lucid

    That's cool. Super looking forward to the plugin update and Character Maps in C2(NEEEEED).

    But why is that only CJS get's the JSON version of the SCML format? Why not just make it standard for Browser. It seems that JSON is far more supported across browser wrappers than XML. Seems like holding onto an XML format and only using JSON for CJS is holding back C2 & Spriter for mobile devices.

    While it's awesome that we can finally get Spriter objects on CJS which I'm using. It just seems reasoable to use JSON more.

    But anyways. For now awesome awesome joy joy :)

  • ArcadEd

    I'm using 146 also. So I don't know why my input doesn't work.

    Guess I'm going to have to get down to the basics and see if something is broken some where in between. Thanks for the heads up :)

  • Techspec

    Well CocoonJS 1.4.4 is out now and it's improved many part. I am still having a few music troubles myself, but sound is working a lot better now.

    Seems CocoonJS is now getting to be the main target.

    Also if the day comes CocoonJS collapses is likely the day that Scirra will have had to move technologies too. So for CJS it's not big deal.

  • Any object NOT in the viewport is fine on rendering performance. The engine will not suffer any performance problem.

    Object NOT in Viewport

    -- Object < ViewportX(gamelayer) then object.destroy

    As for collision. Ashley at some point should implement a better collision detection model(http://www.mikechambers.com/blog/2011/03/21/javascript-quadtree-implementation/). The reason Ash should is because it's the only way for the Platformer behaviour/plugin to use them effectivly. We could do a plugin for better collision, but then Platformer is still using the slower method :(. So not much of a point for a plugin version.

    You need to use sprites. but only the objects references in the collision are the only ones checked against.