Arima's Recent Forum Activity

  • Adding it to your home screen results in iOS not using nitro which is something safari uses to accelerate JavaScript. I'm not sure exactly what the problem is, but it might be related to that.

  • Oh man, there's just too many to count. Waaaaay too many. http://ocremix.org/

    Among a gazillion others, I'll post this one I guess: [tube]http://www.youtube.com/watch?v=LhTV7jWqTnA[/tube]

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  • I've actually started doing the opposite of a todo list - having a list of things I got done. Not having a todo list only works at the beginning and possibly middle of a project when it's obvious what needs to be done rather than needing to keep track of it all, but on loot pursuit, having only a todo list and trying to compare my progress against it turned out to be a terrible idea, because every time I felt good about whittling down the number of things needing to be done, I would do a quick run through of the game and suddenly have two screens worth of things to do again. When this happens over and over again for a year, it becomes highly demotivating.

    When I get to the point of needing a todo list again on this other project I'm working on, I'm going to move the items to do to the 'got done' section so I can have both a todo list and a 'stuff I got done' list, and I'll compare my progress to the stuff I got done instead.

  • I don't destroy them, I simply set the touchsprite.touchuid variable to 0 like so:

    On touch end

    touchsprite.touchid=touch.touchuid

    • set touchsprite.touchuid to 0

    Though I suppose destroying them might work if they're still picked correctly, I haven't tried it.

  • How I did it was to make a sprite for touches, so on touch it gets placed, gets the touch id, etc. then I check distance to a button or collisions with those instead of using the built in 'is touching object' condition.

    So like:

    On any touch start

    If touchsprite.touchid=0

    Pick one touchsprite at random

    • set touchsprite.touchuid to touch.touchuid <-- can't remember the actual expression name ATM
    • set touchsprite position to touch xy

    Sub event

    If touchsprite is overlapping object

    • do stuff
  • One thing at a time. I set myself a goal for the day - get one thing done. Doesn't matter if it's big of small. That gets me started working (which as I have heard from other devs can sometimes be the most difficult part on some points of a project). If I can get that one thing done, great! I've achieved my goal for the day. I've got some momentum, so I carry it onto the next task. I keep each goal small and realistically achievable, and it results in improved morale since I almost always achieve more than my goal. Kind of a mental trick, but it works for me.

    I know what you mean, I tried the whole 'tackling the whole project at once' thing before coming up with my current workflow. It didn't work at all. Thinking of the project as a whole is tiring. It's good to do when pondering the design of the entire project, but when actually coding or making art, I shove everything else aside out of my mind except for what's relevant to what I'm currently working on.

    As for prioritizing, I've never really thought about it, because I just work until something gets in my way. Then I code it because I need it to continue. I guess I generally start with systems that affect the most stuff first - like the basic setup for units and their movement, etc. I suppose sometimes I do prioritize easy tasks or tasks that have visible progress as a result afterwards when I need something quick and easy to complete to boost my morale.

    Everyone has their own workflow though, so it's important to find what works for you.

  • Awesome, thanks Ashley!

  • While I personally wouldn't have use for a lot of those options, I agree they could be useful and more window control/options would be great, I could definitely use those.

    Also, you already can use node webkit as a 'c2 game viewer' by downloading node webkit from the website, creating a manifest file for window settings, putting it in the exported game's directory, and then dragging the exported game's folder on to nw.exe. https://github.com/rogerwang/node-webkit/wiki/How-to-run-apps

  • Ashley - But that won't work because I need the instances to all be different colors, and in some cases shifting different colors dynamically.

    Also, I'm afraid I don't understand your reasoning. You say you have no plans to make a color filter because it requires webgl, so I should use a shader instead - but shaders also require webgl, and they were implemented, as was the tint shader itself, which produces the same visual effect, but with an utterly colossal performance hit (less than a 100th of the speed!). Why can't the color filter simply be another feature that requires webgl? For those of us deploying only to webgl enabled platforms like node webkit and cocoonjs, canvas2D not supporting them doesn't matter (and people deploying to the web have the option of detecting canvas2d and doing something else already, same as with shaders).

    Could, for example, the color filer be implemented, but listed as a shader, and used in the same way as one? Then it would be clear that it requires webgl the same way shaders do, and could theoretically plug in to the ACEs and shader list that's already there.

    This would make a huge difference in my projects. For example, when designing levels it can add a lot more customization to the look of the level elements, and having them makes the difference between if a painting program I want to make is even possible or not (I can't make it in CC either because of some bugs in the image manipulator that never got fixed). Please reconsider!

  • I've been experimenting with the tint effect in C2 and found it to be terribly slow in comparison to CC's color filter, which appears to have no performance impact at all. Like can't even have 100 tinted sprites on the screen at 60 fps slow, whereas CC can manage 10,000 color filtered sprites, the exact same number of which it can manage with no filter.

    I found a post that claims they are possible: http://www.scirra.com/forum/forum_posts.asp?TID=62645&PID=385150&SID=aca5bf8c-1187-ab8c9fea-41435-9788078704&title=cc-c2-discussion#385150

    So I'm wondering if they are in fact on the todo list. I really liked them in CC.

  • I somehow missed this when it was first posted - just wanted to mention it sounds amazing! Coding the server using c2 itself is exactly what I was hoping for.

    I've never done multiplayer coding before, so I don't know what else to ask for. As long as I can send ints, floats and strings back and forth between the two I'm not sure what else I would need.

    Am I correct in assuming this the type of thing that people could use to host their own games (if I coded it to work that way) by including the server plugin in the game itself? If the main server was down as a backup or something.

  • While I agree with some of these, I disagree VERY strongly about double clicking a group to edit it. I double click groups very frequently to open and collapse them quickly and easily, and in comparison I rarely edit them. It is also consistent with double clicking an event with subevents to open or collapse it.

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