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  • I'm a sucker for these kinds of threads.

    The Ninja Warriors Again - Boss 5

    [TUBE]78EuSPy98Mg[/TUBE]

    The Living Tombstone - Gypsy Bard Remix

    [TUBE]wV2rM672HhE[/TUBE]

    Brian Johnson - Can You Do It

    [TUBE]CDUmJadtjbY[/TUBE]

    Coda - Bloody Stream

    [TUBE]bVJQf0wv4Bg[/TUBE]

    Mass Effect 3 - Leaving Earth (Cover)

    [TUBE]Fg5P3LNsl9E[/TUBE]

    M4Sonic - Virus

    [TUBE]yXLL46xkdlY[/TUBE]

    Ken Ashcorp - Absolute Territory

    [TUBE]kFZKgf5WG0g[/TUBE]

    Sonic Generations - Speed Highway

    [TUBE]_fHHOHH7VXk[/TUBE]

    Guilty Gear XX#R Korean - Blacklight Babe

    [TUBE]E7sVWa30AlI[/TUBE]

    CYTOKINE - Walking in the Night

    [TUBE]TC9MFsqZ4uc[/TUBE]

    Kleene/Sound Team JDK - Tundra Wind (Arranged)

    [TUBE]TQ9ukKk_3a4[/TUBE]

  • Made this for Yacht Club Games' Fanart Contest thing.

    <img src="http://fc01.deviantart.net/fs70/i/2013/102/3/a/shovel_knight_vs__rake_samurai_by_luzeke-d61iv9p.png" border="0" />

  • Link is broken.

  • After doing a test for an application for a certain game job, I decided to try and apply the same methods in C2. This is the result:

    https://dl.dropbox.com/u/22615804/palette%20test/index.html

  • Hopefully they'll up the file size limit when they get Ouya support going. Because honestly, unless your game is small in scope or use very light assets, 30MB will not cut it for a game.

  • Aside from +1 on Ouya support and memory managmenet, an alternative to the cloud compiler would be nice.

  • To clarify what I meant when I used the phrase "native compiler", because , yeah, bad phrasing on my end.

    I meant that the compiling of the wrapper should be handled by C2, like when you export an exe with Node-Webkit. I wasn't talking about a native runtime. The "native" part was referring to windows. I'm sure performance is fine with a wrapper, but I'd just prefer having the wrapper be handled completely on my machine. My small simple test thing I was trying to compile with CocoonJS is still stuck at below 50% and I can't do anything about it at this point it seems.

    As long as the thing works I don't mind it using a wrapper, I just find this "log on to another website to compile even the tiniest test"-thing to be obnoxious. Especially when it doesn't work.

    I won't be using CocoonJS the way it currently works.

  • A test I made with C2 doesn't work, but the hurdles game does work. Although weirdly. L1/R1 becomes Left and Right for that apparently.

  • WOOT!

    Seriously, this is great news. I find XInput awful, so to me, this is better than good news.

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  • So, I borrowed my friends Ouya just to mess around with it (got some Turtles in Time up and running on that sucker in no time! Heh, get it? Time... moving on)

    So, I decided to test out exporting a simple button test I made with CocoonJS (and Phonegap). I upload the zip-file, make some icons that apparently was needed, and set it to compile. 30+ minutes later and the bar hasn't even gotten halfway. The zip is 92kb, this should not take that long to compile. And I seemingly can't cancel the compilation and start a new one.

    Yeah... I'd rather wait for a native compiler solution to get made than use this weirdness.

  • This made me think. Would support for xm or mod files be possible in C2?

    We had it in CC.

  • Ok, before I even think of going further into this and start trying to work the math.

    R0J0hound Would the mode7 effect override C2's built in z-ordering?

    If not (like I suspect), then it's a full stop and move to another engine for the time being, because for this to look good we need proper z-ordering, which C2 doesn't have yet (EDIT: well, more accurately, proper z-ordering tools. The z-ordering itself works fine, you just can't work with it well during runtime). And afaik it's not looking like Ashley's putting it in any time soon (if I'm wrong on this Ashley, please do tell).

    EDIT: Well, now we got better z ordering tools, so that point is moot.

    All is well.

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