Mipey's Forum Posts

  • Sounds to me like a garbage collection issue, likely caused by flawed logic in events (such as creating new variables/objects every tick). I'm sure someone will paste a relevant link, but for now it's hard to tell what is going on without taking a glance at the actual logic.

  • I have no idea how you're using the pin behavior, but that probably doesn't matter at all. Adjust the sprite's hotspot for individual frames.

  • ArcadEd: Wouldn't surprise me, as CocoonJS has been covering more and more ground. Spritefont uses in-memory canvases and certain 2d/webgl drawing function that may not have been supported before.

  • lunarray: well, I can't exactly reproduce this, but I'm tweening objects between fixed positions. The angle tweens properly, but not position - it doesn't move even though I set starting and target positions. Force starting it didn't work either.

    That reminds me - when tweening angles, it seems to rotate in one direction, often going full circle. Would it be possible to tween in the direction with smaller angle difference?

    E.g. tweening from 0 to 270 runs 270 degrees, rather than 90 as desired. Perhaps I should use -90 as target using relative mode, but then I'm using fixed angles.

    AMEND: Disregard the position tweening issue, I am an idiot. The object in question was pinned to another object's position, so of course it couldn't tween. The pin behavior kept it in place. Tweening the object it is pinned to solves the issue.

    Yes, I am a blonde. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I am trying to tween several properties at the same time (position AND angle), however using two EaseTween behaviors at the same time seems to be glitchy at best. If I tween angle first with one behavior and tween position with other, the position doesn't change at all, even though I make sure to set initial and target positions.

    What am I doing wrong?

  • CSS comes to my mind.

  • 1. Matter of preference. You need to put 10 different sprites in a family to be able to sort through them. If you put 10 images into 1 sprite, you need to handle displaying proper image as well as use a private variable to determine the sprite's role. Performance wise, not that much difference, I think. Others might have more to say on this topic.

    2. Number of instances.

  • If there is a difference, it is small enough, trivial in comparison to other performance hogs. Unless you are trying to simulate a neural web or something.

    Just one thing to consider - the conditions loop through available instances every time they're run. If there are a LOT of instances, it may be better to filter them into categories, so only relevant sets are available to conditions. I sometimes do that when dealing with a huge amount of objects. Set conditions into sub-events where objects are pre-filtered already, so not to re-pick them again. No clue if that helps at all, it sure helps me organize them in my mind, though!

    Come to think of it, if this concerns you so much, why don't you test it? Two test capx, different methods in each, see performance impact when dealing with 1000, 10000 and even 100000 instances.

  • Welcome to the world of game development, where we all learn something new every day.

    A few things to keep in mind:

    • keep your graphics and animations sane (no huge backdrops, 100-frame animations etc.)
    • focus on gameplay first, plug in graphics next. When your prototype runs smoothly, you will know it isn't your events' fault when your game slows down.
    • expect hurdles on the road of game development. Hurdles, hurdles everywhere to overcome. That nasty bug you can't figure out? You'll have that hair turned gray in no time.

    That said, good luck! ;)

  • I am not so foolish as to expect my games to run well on ALL platforms. I choose the target platforms and design for them. Making a game and then expecting it to run equally well on all available platforms... well, that's naivety. For one you have to consider the huge gaps in performance, limited features as well as different means of control (touch vs gamepad vs keyboard/mouse).

    You need to rein your expectations in a bit. If you hunt two hares at the same time, you'll lose both.

    As a consolation prize, HTML5 means that games will eventually run on all HTML5 platforms when it is fully supported.

  • ArcadEd

    If I remember correctly, I had encountered a bug with comparing (most likely due to my lack of knowledge/experience), so I never finished the implementation. Then again there are many ways to implement it outside the plugin. Good luck!

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  • Those are developers who already are fluent in at least one programming language. For those, it is better to prototype a game in C2 first to see if their idea is good, then they develop it in a native environment for the performance and security.

    That doesn't mean C2 cannot be used to release games.

  • Except this is not respected at all in some countries. China is known for its huge market of blatant rip-offs. You can message and threaten all you want, they won't do anything but make money off your intellectual property.

  • Well, it appears to be open source, so you could at least get some ideas and possibly more efficient methods there.

  • Way ahead of you, already posted about it here. Ashley also responded to it.