loading all assets at the very start will make using C2 unfeasible for my project. We need some kind of control what assets to load and what assets to flush out
very interesting.
so we just have to pop a sprite showing "loading" before the layout starts, and kill it first thing the layout is executed.
i haven't used C2 for many months but I see that new developments in 3rd party wrappers like Nodekit have made C2 a very interesting development option.
how do you guys handle asset loading/unloading in big projects where the artwork is massive?
thanks
if you want small file sizes and no 3rd party toolkits, use native toolkits for each platform! don't expect an html5 game to have all the benefits of one done in c++
phonegap is great for productivity style apps, but not so sure for games
i will wait for 1.0 and start animating & progamming my project then. i have all assets done
Develop games in your browser. Powerful, performant & highly capable.
thanks will surely do
Is the Cocoon wrapper the only feasible option to publish C2 games on iOS?
are CocoonJS & Crosswalk the best wrappers for C2 gaming apps on mobiles?
i have bought Spriter for the sole reason of using it with C2.
What is the current status?
how long do i need to wait when the full version of Spriter is ready?
I have been waiting very impatiently since 2013 to start on my project
Just came across this, looks pretty interesting.
Since its free to use & seems to work ok, why doesn't C2 "officially" suppport it?
+1 MUST have
Member since 30 Jan, 2012