Arima's Recent Forum Activity

  • Whoo HOO!! Both webgl AND nitro?? Awesome!!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • > They say in the comments that you can't use any code written before June 1st for this contest, though you can use art assets made before then.

    >

    Isn't the game development period near the end of May?

    It states this:

    "May 29 - June 30, 2014 – Game Development period. Create an awesome gaming experience!"

    I started working on a game on May 29th for the FGL game jam, but it was rushed and buggy so I was hoping to edit it and resubmit since I ended up joining the game jam so late.

    Do you think this game would still qualify for the contest?

    Oops, the comment I read was incorrect, you're right, dev on the game has to have started on May 29th or later.

  • This is good news, my game is almost finish.

    They say in the comments that you can't use any code written before June 1st for this contest, though you can use art assets made before then.

  • A couple notes - you can also use system compare > tickcount%2 = 0 to run logic every other tick, that might be a bit more stable than every x seconds.

    Also instead of rendering everything to a canvas, you might be able to turn 'clear background' to off instead and get the same effect for far less CPU resources. If you still want to paste to a canvas though, use the paster plugin instead of the canvas plugin as it also supports webgl.

  • Wow, every issue? Awesome.

    I know you said the concept pictures aren't supposed to represent how it looks in game, but I hope you can get it close to that, because those would look terrific in motion!

  • Small update - Shards wasn't playing as well as I wanted it to, so I'm reworking it. Like usual, all of my estimates for when it'll be ready for presentation are way off.

    I understand now why so many game developers often don't innovate much. It's really hard to get right.

  • i do all my testing with node webkit as my preview mode, i can confirm it doesn't happen in the preview (also strangely, webgl works fine in vista in the preview as well) curious why that should be? can the exporter be setup to export in the same way as the preview?

    The preview uses webgl properly by using a workaround to a bug in node webkit where ignoring the gpu blacklist via a flag in the manifest doesn't work. If you launch a game via a shortcut with --ignore-gpu-blacklist added to the end of the target it works fine. That part you can do yourself at least.

  • Whatever works. Btw, I forgot to mention I like how challenging it is. I find many mobile games simply too easy.

    As for Shards, thanks, it's, uh... well, let's just say innovation is hard sometimes.

  • Great concept, I found it fun! Excellent use of one button gameplay.

    However, for a game this precise you should probably not use time delta. I was getting a lot of fluctuations of fps and therefore ball bounce height on my iPhone 4s and it was frustrating to miss a bounce because of it, which was pretty often (then again, perhaps the frame rate fluctuation without time delta could mess with the timing and might be even more affecting of the gameplay. I dunno, I guess it would require play testing).

    Also, there was a bug at the end of the fourth level right before the last spike where the ball disappeared - it wasn't destroyed by a spike - and I couldn't complete the level.

  • GameThirsty wow, 4k? Awesome, that's better than I expected for your specs!

    sqiddster I think you can do it for everyone, you just need the game to be started via shortcut (and have all the shortcuts have the ignore flag) rather than directly from the exe file.

    I've been meaning to post a bug on node WebKit's bug tracker about it - technically the flag should work when added to the manifest so none of this shortcut workaround stuff would have to be done, but for some reason it's not working properly.

  • I uploaded the tower defense test here: http://www.amirai.net/forums/td/ (there's a bug in the new beta version of c2 so it doesn't display properly on mobile, it'll get fixed soon, but it works fine on PC)

  • For what it's worth, I made a quick test of a td game and got 1200 enemies (with collisions, pathfinding and turrets with predictive aiming) before the fps started consistently dipping below 60 fps - again, on a computer using tech from about 7 years ago.

    sqiddster - airscape hasn't ever had a smooth framerate on my computer (amd Athlon 4400+, vista, 2gb ram, nvidia 9800gt (512mb VRAM)), but I listened to about half a minute of the audio in a level and it didn't seem to be playing abnormally here. No amount of fiddling with the effects or resolution settings helps, so it seems to be because the logic is too demanding (the same performance problems are in the version on the scirra arcade). Btw, you might want to implement the trick I talked about earlier running the game from a shortcut to the exe with --ignore-gpu-blacklist added to it, it wouldn't run with webgl on my computer otherwise.

Arima's avatar

Arima

Member since 11 Jun, 2007

None one is following Arima yet!

Connect with Arima

Trophy Case

  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

19/44
How to earn trophies