Arima's Recent Forum Activity

  • The behavior you asking for is actually very complex in practice. The best way I've found to do it is to use pathfinding for finding the path, then use physics for moving along the path by setting the velocity.

    This creates some problems, though - like objects pushing other objects out of the way, so some objects can miss their nodes, and try to move backwards along the path to get back to them, and sometimes that involves moving through a wall and they get completely stuck, so then you need to keep the objects constantly checking for a path to their destination, but if you do it all at once on all instances every tick it can be too much CPU use and slam the framerate hard, so you have to cycle through the instances instead, only doing one per tick or such. Also there's the issue of what happens if the object can't get to a location because its already occupied by too many objects. To solve this I have the objects check how far they've moved in the past second, and if it's beneath a threshold, try to find a path again, and if that doesn't work, stop trying to move along the path.

    Maybe there's a better way of doing it, but that's how I managed it.

    However, if you only want them to not overlap when not moving rather than when moving, it's a ton easier. You could place a destination sprite at the mouse click and push it out of any objects, or you could give objects physics behavior, and disable collisions with other objects when it's moving along a path. Then when it stops moving, turn them back on again.

  • Nice, I finally get to play this! Crits mostly as they come up:

    • Crashes safari on my ipad 3 when I try to start a level.
    • Looks great, art and design all look clean and coordinated.
    • I wasn't sure what to do about the locks at first either.
    • I didn't realize I could tap the floating fruit until level 13.
    • I put the melon up through the rotating parts on level 17, and the lock on that level gets stuck when it opens if I do that. I eventually skipped it and tossed the melon directly into the basket, but I thought the game was broken for a moment and I couldn't progress because of it. Didn't know I could skip levels at that point either. Looking back, it was the floating fruit that had gotten in the way and it didn't occur to me that I could pop the bubbles that the fruit were in to get it to get them out of the way.
    • Level 18 seemed a lot more difficult than the ones before it, felt like it was mainly luck rather than skill that was needed to win that one. Didn't feel like there was enough precision with aiming to really pick a spot right ? the previous trajectory is shown, but the aiming sprite is hard to tell exactly what trajectory you're going to get and what speed in comparison to the previous shot. Kind of felt like quitting during that level. Had to retry it quite a few times. Maybe in addition to leaving dots for the trajectory, you could leave a sprite showing the previous location of the aiming sprite to help with comparing to the previous shot?
    • At least on my PC, with the browser window as a window and not maximized or full-screen (in chrome on PC), I would need to drag the mouse down off the edge of the window to get the maximum thrust upwards for launching.
    • No way to zoom when playing with a mouse (not sure if it matters, if you're only targeting touch devices)?
    • I think the level that introduces the breaking blocks should be later, at first I like the idea, then ended up disliking it by the end of the level because I tried over and over again and kept on missing getting the melon into the basket at the end, and I would have to re-break the blocks again and again to try again to get the melon into the basket.
    • I shot directly through one of the other cannons I was shooting to once and off the edge of the level.
    • There were multiple times when I would've liked to be able to cancel a launch ? I tried to do it by dragging the aiming sprite back into the pot, but it just launched it anyway.
    • Most of the way through level 37, had another issue of it shooting through a pot and not catching it, and stopped playing there. I feel like coming back to it later though.

    All and all, fun and looks great!

  • Jayjay - oh, sorry, misunderstood.

  • Jayjay - that's not really true, you can publish to the exe through node webkit.

  • Don't just compare it to the amount of ram your phone has, because you have to share that ram with the os and other apps. I read somewhere that on iOS you only get access to like something like 10% (it might have been 20%, I don't recall exactly how much memory the device had) of the device's memory!

  • I haven't answered because I don't know the answer. Tom - I seem to recall reading something about the store that said something about this, but I don't remember what it said. Any info about if users are going to be able to sell stuff on the scirra store at some point?

  • Try r127 - it includes an updated version of node webkit.

  • They are compiling to native code, that's why it's so much faster. As mentioned though, scirra and cocoonjs are working on acceleration of physics, and a demo of cocoonjs' implementation comes with the free cocoonjs launcher app that gets 300 objects at 50-60 fps on my ipad 3.

  • Yeah. Some technical info:

    Node webkit uses chromium (basically chrome). When chrome detects that OpenGL isn't installed, it falls back to something called ANGLE which translates OpenGL calls to directx ones, which causes a bit of a performance hit.

    It also has a graphics card blacklist, which if the computer has one of the blacklisted cards, it uses software rendering via swiftshader instead. There's a good chance that's what it's doing on that computer.

  • It really depends. If the graphics are a painterly quality, it'll probably be fine. Sharp graphics look worse.

    Something of concern though is apple might look at the app and determine that what you're doing is not really 'retina support' if the graphics are still blurry (I don't know if that's the case, just theorizing).

    If you want to know how it looks, I recommend uploading your game to a website, then stopping in an apple store/best buy or some such to check how it looks if you have a store near you.

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  • You can compare using the expressions windowwidth and windowheight.

    Keep in mind on an ipad 3 and 4 the resolution maxes out at 2048 wide or tall, as a performance problem fix was needed that results in the canvas only rendering at 2046 wide or tall (I confirmed my ipad 3 returns 2046 for the windowwidth in landscape mode).

  • If you want to help, no need to make excuses.

    Make a .capx, i've tried it before and i found no solution. You probably won't make a .capx because you wouldn't waste your time to get rid of black bars in fullscreen.

    The attitude you're fronting is completely unnecessary and is making me want to help you less and less. Also, as I've already mentioned, I already have this working in my games. If you want me to keep helping you, stop telling me what I'll do, what I would do, or why I do things. Seriously. It's rude and doesn't help anyone - especially yourself because you're making me not want to help you anymore because of it. A kind request for help is all that's necessary.

    I understand you, I do not want to debate here.

    GenkiGenga Well, when i read his opinion it made me upset, if you think i insulted his intelligence, i should apologize him via PM when i get chance, however you're right he didn't attack me, he's cool to me.

    You did insult me, and I would like an apology. Preferably publicly instead of via PM, since you insulted me publicly. It doesn't take long to write.

    I'm sorry my opinion upset you - and I'm not sure what part of it did or why, to be clear - that wasn't my intention. I am, in fact, simply trying to help you.

    However, you should know that I talked to a friend of mine in the game industry with 13 years experience on 12 shipped titles, and he agrees that stretching the image is an unacceptable method of fullscreen.

    I realize you're resistant to the method we're trying to show you, but I think that's mainly because you haven't got it working yet. I explain later in the post why your attempt didn't work.

    There are retro games using emulators like mame32, nes, snes, n64, etc- they have options like fullscreen, there something can stretch the game window to fit the screen.

    Most games with 4:3 aspect ratio are stretched in full screen like starcraft, Age of Empires II, Vampire The Masquerade: Redemption, Panzer General II , Fallout 1 & 2, etc.

    As Mimiste said, all of these games were made before widescreens were available to make games for. Selecting the wrong aspect ratio doesn't really count as supporting stretching the screen, as the option to select the aspect ratio uses the method we're describing. Even some games that have no support for widescreen sometimes get people modding/hacking them to do exactly what we're telling you to do.

    What if they use it for any screen resolutions than widescreen resolutions? Obviously the screen would look incorrect.

    Are you using 960 x 640 resolution? I know you have iPhone 4S, but what if other mobiles devices are using different resolutions?

    As mentioned:

    The method I described works on everything, phones included.

    I'm sorry, "the sprites must be shown outside the exact layout of window design." It seems wrong typed, i mean the sprites SHOULDN'T be shown in outside of window while is on fullscreen. It looks so uncomfortable.

    I'm afraid I still don't understand what that means - objects are never rendered outside the window. In fullscreen, that would involve drawing off the side of the monitor.

    why should we bother to change assets from 640 x 480 to 2048 x 1536?

    So they don't look blurry on an ipad screen.

    I tested with your solution, it looks like:

    http://i.imgur.com/7pudakv.jpg

    Ew... come on.

    From the picture, it looks like you almost had it right, minus one part - the ghost shooter tutorial doesn't have content in it made for 2048x1536. The ground texture is only covering 1280x1024. As such, there's a lot of uncovered play area. The method I described isn't going to work if it doesn't have enough content to cover the screen! It's like looking at an NES screenshot with no zooming - it will only take up a small fraction of a 1920x1080 monitor.

    If you want to be sure to cover every screen aspect ratio, follow these steps:

    Open C2. New - demo game ghost shooter (tutorial version)

    Set fullscreen mode to scale

    Set window size to something 5:4 like 1280x1024 or 17:9 like 2048x1080

    Set tiled background size to 100000x100000

    Set tiled background position to -50000, -50000

    Set layout to unbounded scrolling

    Run it. If it looks too small (that's how small things would look on a high resolution device like an ipad), either make content with larger textures or at the start of layout set the layout scale to 2 (you'll need to adjust the position of the text objects if you do this).

    Congrats, the game will now support fullscreen with no black bars or stretched images on all displays. http://en.wikipedia.org/wiki/Display_resolution The image on the right of the resolutions chart on that page doesn't include some of the newest device resolutions like 4k, but I think the aspect ratio of 4k is also 16:9 so it should work on them.

    If you set the window size to 5:4, make all content at 17:9 and able to have the sides cut off on a 5:4 monitor. If you made it 17:9, make all content at 5:4 and able to have the top and bottom cut off on a 17:9 monitor. Depending on the situation, unbounded scrolling can also be turned off.

    It should look like the jetpack joyride example above, showing more graphics instead of black bars.

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