saiyadjin's Forum Posts

  • Jayjay - it should work just fine, no idea what could cause problems you describe (maybe drivers/buggy windows/there's a lot that could be wrong )

    i believe we are 2 years away from everyone havin' this years's phones that can run mostly anything good. so i'm not concerned about performance. also people should be doing smaller games, and gradually improving

  • drop it in installation folder - gg.

  • paradine

    nope, they do it in unity because it's a C++ / c# oriented language, and their base is windows which is on most PCs gamers use.

    also the other reason is - they want 3D. if developers did 2D games for PC, we'd be stuck playin' pinballs today instead of battlefields and what not.

    also unity isn't that great despite from you thinking "everyone is using it", and i haven't really played a lot of unity games, most people stick with c++ / and i saw a few c# games / for games.

    also what you're descibing is wierd. you compared Crosswalk and "native APK". not PC game. Native for android is Java, and therefore it's run in java virtual machine. which transforms code to bytecode which is then used on cpu to run your game. HTML & JS have a bit more to do - interpreting -> compiling -> bytecode - > cpu. of course it's slower. adding crosswalk over that slows even more. but even though it's a layer above java it's still fast, and no, doing "native" which is really not native, would be just a pain in the ass for scirra to do. losing 2 years on something that hardware will anyway eat sooner or later + new JS browsers/compilers that are way faster - > no point in it. Everything else that makes your game slow down - is your bad design.

    Also if you didn't know - 3D runs way faster then 2D on all hardware (don't let me get started about this...).

    you should stop complaining and leave if you don't like c2. there's java. learn it and android sdk and build your game in androids native language. good luck with that.

    davarrcal - noone didn't say that native was slower, it's a layer less but not so much faster. also even native depends on loads of factors like - language it was written in. c# / c++ / java / c - they all give native, but different performance. also you've tried games on your galaxy tab - which has a pretty weak graphics and very very slow cpu. also an old android version. i agree that people maybe don't have money to buy newer hardware, but if you buy a bad mobile phone and expect it to do everything, maybe you should reconsider / save more money for something better.

    the easiest is to complain, everything else is hard

  • megatronx - try it on your pc that is in your specs (i5 2500.. etc..) but i guess that pc will do it fluently.

    glerikud - thnx, but it took a lot of time, i'll explain it once it's done completely.

    p.s. i'll post my game once it's done, new version should work way better then this alpha version (which has loads of badly optimized events)

  • easily done.

    you probably did - on destroyed - add some number to score.

    what you should do is move that action (add some number to score) to event that checks if button was pressed in correct time.

    then when object is destroyed on that event of pressing button in the right time - you get the score

    otherwise you don't.

  • that logic is flawed paradine.

    you didn't include the feeling of driving which some people love. also you didn't include the time needed to develop teleportation - probably won't be around next 100 years maybe more. then all the initial risks and probably deaths by teleportation.

    also you didn't include that in 100 years you will be dead when teleportation becomes reality. to achieve progress you go progressively. you know that first car was working on steam? now we're soon entering the era of electric cars, and teleportation probably comes after that.

    also if you prefer no cars - then i guess you can travel 500miles on your bycicle or by foot since teleportation doesn't exist.

    i'm pretty sure you can't be so strong to run around the world. you're not goku. and you should stop talking nonsense and OFFTOPIC.

  • byondisoft - can you just tell me what was your FPS? cpu usage and when do you notice slowdowns ? (they should appear when you get higher weapon level and hit multiple objects with bombs because shitload of particles )

    also - this game uses 1366/768 res, and has 5x3 sprites of 256x256 water tiling. under them is 256x256 normal map with bump mapping, so that's pretty heavy on cpus.

    and like i said, this was early alpha and the game runs slowly to anyone, even my old pc sometimes slowed down, but my newer version (and soon done) works 10x faster, because i've done shitload of optimization, used way more functions, removed more "every tick" events, and used 1 tiled sprite which should be faster/optimized for tiling water animation. also added option to disable particles and more... you will see soon when i post it

  • my current PC is pretty strong

    (i4860, 980M, 8gb ram, 120gb ssd + 1tb hdd).

    i've also tried it on my older PC which is waaay weaker (and worth maybe 500€ which everyone can buy these days (laptop)), it's specs are - dualcore 2.0ghz Core2Duo, 4gb 800mhz ram, 1GB ati radeon 4650, 500GB drive 5400)

    here's a link to my alpha version of the game:

    https://dl.dropboxusercontent.com/u/13675221/index.html

    try it and see your performance in it. i will post full game once i'm done with it. but i've noticed quite a good improvement in performance while redoing my whole game, because my initial design (this link) was horrible.

    megatronx

    p.s. loading will take some time.

  • megatronx - i'm pretty sure it's not me / engine that is wrongdoing this.

    i'm using nw 12, and people whine how bad it is, blah blah, but when i export my game with it, and play it, i notice 0 jerkiness (that people whatsoever reported all the time). also performance is on the highest lvl.

    and trust me, my game is for PC, and uses loads of wrongly done stuff, but still works good. i'm doing an improved version atm, but i can host my game if you want to try the old version. it uses almost everything (except ads and shit) that c2 can offer. bump mapping, effects, particles, scrolling background, families, combinations of this and that, and much more. works like a charm.

  • i was using containers as an explanation for how simultaneous objects should be created in general, not for your example. trust me, containers are GREAT, and they lower the amount of coding. also, when it comes to your example, i don't see the problem. random 1-3, have a var which defines what is 1,2,3, spawn depending on the number. also i was talking about design in general.

    that's not true. during my time of development with c# / c++ i've noticed a lot of things that don't work as expected and need workaround because computers calculate them differently. the same is with this wait thing. you either accept it, or leave it. you will see much more trouble with unity / ue4 / any engine. but it all depends how masochistic you are

    to work your ass off on something. and in the end it all comes down to learning how computers work, how interpreters work, how compilers work, to just fix that ONE bug.

    of course it's not impossible that something relies on something else. but you used "on created" that was connected to another "on created" that was calling a function that does something. you can't do that in 1 tick since you've got a chaining of events. that's why wait (0) stops the chain before calling function for 1 sec so that the objects are completed and then continues from there to get the right values and print them out.

    i'm pretty sure you don't know what happens, and how c2 engine works.

  • funny... people go into ambitious projects expecting miracles to happen, and when they get dissapointed they give up.

    a normal story in game dev. unity, unreal, or anything else.

    you guys gotta think smaller and focus more on quality - > road to victory (or at least some money

  • i see what you're tryin' to do.

    you want to use the object you created at the same moment as it was created (in the same tick).

    so basically what you do is use wait ( 0 ) to go to next tick and continue where the it left off (at that function).

    by default that is the expected behaviour - suggesting that your desing is bad. and probably top level won't be removed any time soon, but if you design your game good it's not even needed. also if you're aiming for the instant spawning of more elements that need to be "stuck together" and you want to do that in one tick - use containers. that's what they're used for. also "on created" is used for defining start state of an created object. but only after one tick is done your object gets UID, therefore you never had any output without wait(0).

    also, if you aim 60+ fps, have in mind that 1 tick is 0.016s (1/60)s which is really fast, and if you pick your objects in next ticks that won't look / work wierd. i know it takes some time to design the game correctly, but it works good.

    also what newt told you - do an action and if you want to set up some basic object items do it on created, otherwise use wait for some behaviours/events in your game that need to happen after some time /at some defined moment. instantly picking item that you created won't do much since that tick you're in has to PASS for object to really appear there.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • yep, make a 3D game with 2D game makin' software. GL with that one bro. (without q3d)

  • i don't see why anyone would use wait(0) since it calls the wait function not to wait. but i've had a couple of good wait usages and i find it pretty usefull.

    also i don't see what is your "top level design" problem? if you are thinkin' on gui/UI i don't see how removing that would solve your problems

  • same amount? you just have to render them in 30° manner <.< and set your collision blocks differently a bit.