Whiteclaws's Recent Forum Activity

  • I think when he is teleported , the collision box of the player is in the ground , causing some undefined behavior , kinda like the same as if you were teleported in the ground , then physics would be all no way and something funky would happen, try moving the checkpoints around a bit to give some space for the player to respawn

  • Looking at it, shouldn't be that hard, just take the basic C2 platformer example, set the player's opacity to 0, and stick a Canvas to the player (Rojo's Canvas plugin), then you can edit each pixel of the player. For animations , you just paste the player's sprite on the canvas (I guess not something ez to do for a newbie), more on hiring, hire people that are active helpers on the community, you can look at their post history on their profile, forget about people only active on the help wanted jobs section

    I may make you an example if I have freetime (I kinda moved out from C2 to C\C++)

  • Hey there sved

  • Showing us a bit of your work would bring in more attention also ... CapybaraGames?

  • Congrats

  • Give it some time mate , bumping after 1 hour of waiting won't help much ;

    And moreso , Don't worry , there's plenty of mem' out there , just don't use high-res textures too much

  • ,

    It was a trap ! Look at his name , this guy is obviously a lure ...

  • That looks familiar ...

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  • Probably not , but I'm no expert in the domain , Ashley , any input ?

    pixel perfick

    Edit : going to add one last link

    Oh and I have 5 years of Game programming experience(?) from which , only 1 of it is hardcoding (Java and C)

  • there is no near native javascript or near native C++

    C is native ( I don't know about C++ , but I guess that a native language is the language that was used to code the operating system )

    Node-webkit only tries to make native code (C) from the javascript source , it compiles it into C code before runtime , thus making an executable for given platforms , that is what we call an AOT Compiler (Ahead of Time)

    HTML5 is javascript , and it gets interpreted (converted) into native code ( I think , correct me if I'm wrong ) in the browser , WHILE running the application , that's called an JIT compiler (Just In Time) , and that's why it's slower than native C , aka NodeWebkit ...

    I hope this shed a bit of light on Javascript manners

    Moreso , if you want to go more into details ,

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    And yes , it's going pretty well , I've went from Java to C <img src="smileys/smiley2.gif" border="0" align="middle">

  • As of , I wouldn't understand why you would be using C2 if you want megadrive-ish optimisations ? It's probably running assembly , plotting pixels and managing the memory by yourself , and lemme tell you that assembly is real scary , which is the last stop before the ride to hell and loss of sanity

    ...

    format PE console

    entry start

    include 'C:\fasm\include\win32a.inc'

    ;======================================

    section '.data' data readable writeable

    ;======================================

    hello_msg db 'Hello, world!',0

    ;=======================================

    section '.code' code readable executable

    ;=======================================

    start:

         ccall     [printf],hello_msg

         ccall     [getchar]

         stdcall     [ExitProcess],0

    ;====================================

    section '.idata' import data readable

    ;====================================

    library kernel,'kernel32.dll',        msvcrt,'msvcrt.dll'

    import kernel,       ExitProcess,'ExitProcess'

    import msvcrt,       printf,'printf',       getchar,'_fgetchar'

    ...

    source

    edited><editid>Whiteclaws</editid><editdate>2014-02-19 00:31:32</editdate></edited>

  • I'll take the excuses , it may be because some people aren't using C2 properly because they don't have much of experience in game development in general ... but that's ok , because C2 is designed to be high level , but don't expect to throw at it two nested loops and figure out why it is slow , moreso , C2 was designed as a game engine and should be able to be able to handle all 2D games , thus going overkill with even the simplest games , like polygonal collisions where a game only need tile-based collisions , thus you can't compare code that was written for a sole purpose and game engines , where that code was only created to run in a way , but C2 created to handle in an all-in-one fashion , and that MAY be the reason why it can be slow for simple games in some people's opinion

    That answers the two quotes above , and remember , you can't compare code to a game engine , it's like comparing a ... uhm ... eh ... ( bad example incoming !) a swiss knife to a kitchen knife , The two of 'em are the same weight , but the latter cuts meat better because it was specially designed to do this task , as of , the swiss knife can do WAY more than just cut meat , and therefore is superior for bigger tasks and such , but that's probably not a good example

    <img src="http://www.thestyleking.com/wp-content/uploads/2012/12/victorinox-swisschamp-xlt-swiss-army-knife.jpg" border="0" />

    <img src="http://www.photo-dictionary.com/photofiles/list/7261/9718kitchen_knife.jpg" border="0" />

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Whiteclaws

Member since 14 Feb, 2011

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