RayKst's Recent Forum Activity

  • Nice read about the truth of doing complex desktop like apps in HTML5/CSS3/JS today: Here

    Couldn't agree more. We still have a long way to go.

  • Yeah it's native vs web hell. I wonder how this will end. Web is great but how it is now it's just now suitable for all cases. Hell, 99,9% (100% trully) games that i play are native games.

    I too think that native c2 would have to be a new engine. The runtimes are just too different. An EDK to support this would be like a new Construct being coded from the ground up. The best chance right now is using a web runtime inside a desktop shell. I don't think that's the right way though. Anyway, my hopes are still on NaCL. I feel like i'm the only one that think that way :(. It's the most promising technology right now i think. And if PNaCL(Portable NaCL) becomes a reality it would solve all our problems (i hope). These are times of uncertainty. So it's better to not dive too deep on this just yet... Damn i better go learn some Unity

  • Yeah it is getting there. But webgl must become widely supported first. Latest version of Android seems to support it . iOS support afaik is still crap. We pretty much depend on webgl since canvas is not suitable at all. If we have to move on from desktop we must get the same power or at least get near to it. And for now WebGL and NaCL are the only way.

  • Rectangles should be treated differently than polygons depending if they're rotated or not. If they aren't you can just do the simple check:

    rect.Left <= other.Right AND

    rect.Top <= other.Bottom AND

    rect.Right >= other.Left AND

    rect.Bottom >= other.Top;

    But if they're rotated the check is much more expensive. That's why rectangles can't be treated as polygons at least at engine side.

  • This. Multiple shape collision would be a great addition. The problem would be not only handling the multiple collision cases between rectangle, polygon and circle, but too many shapes on a sprite would would drop performance. Still a very welcome feature :D

  • Yeah of course. Since i always draw my sprites myself i always use alpha and that's it. That's why i was wondering. Of course there's many pixel painters old school style that don't support alpha. So in that cases yes it would be useful to support this feature in C2. And again i recommend that painter Moai . It got some cool features.

  • Take it easy i never underestimate anything that's not my style, and hate people that do. I was just curious since i myself only do pixel art, but on paint.net. But i'm not 100% satisfied with it. Paint is a little better but not enough either, for me of course. I'm searching for a pixel art program that fits my needs. Best i found so far is: Moai . There's many other great ones of course. If you know of others please tell me ^__^

    The problem is that with the current engine color keying could perform worse even much worse than simply using alpha sprites.

  • I'm curious what would be the advantage of this ? (called color key i believe). Only if you're using a tool that doesn't support transparency like paint ? In the past it made total sense since there was no support for transparency in graphics devices. This makes me remember old Mugen engine that had no support for transparency (used old allegro) so all sprites had bright pink bg's that were removed at runtime. Good times.

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  • Use lerp. Doesn't matter the number of objects. Simulating the effects of lerp in animations would be big and meaningless work, makes no sense at all. If JS can't handle some hundreds of lerp calculations in realtime than we're doomed.

  • Nice info. I believe they're all native games ?

  • I would never use a single object for all entities. It goes totally against my principles as a developer. Can't explain , it just doesn't fill right. Families for me is a must. I admit that having hundreds of different types of entities can become messy. But that's a fault with the IDE like it is now. The fact that an object must be "instantiated" in a scene once to be used contributes a lot to the problem. This is driving me nuts with my current project where there's lots of objects on scene, i don't know where to drag em anymore to put the out of the way. Not only this but selecting objects is a pain right now. If you have one big object that takes the entire screen i can't select anything else. Doesn't matter the layers i want to be able to select what i want. I think there was a command for it ? Can't remember. There could be an option for every object: Selectable, Locked or something. Locked layers is not enough.

  • It's definitely possible. If you're good enough and your game is good enough. Of course there's other factors involved but they're a minority. The thing is that you must be an artist to make true money with games. A programmer artist, a drawing artist, a business artist, a storytelling artist etc. Most people can't be all this things. That's why it's so important to have a good team. The starting point i think is creativity and persistence. If you don't have this two skills you'll probably fail.

    It takes a lot of work and time. I'm 25, been indie since forever and couldn't work on anything else so i'm still poor. By now i'll probably never get a "normal" job anymore so my way is game dev.

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RayKst

Member since 22 Jul, 2009

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