jayderyu's Recent Forum Activity

  • because this is one of C2 weakest points. Collision checks with it's own object type.

    Instead of On Collision. try OnOverlap.

  • The tutorial capx is built for active multi touch interface(it in fact runs 4 multi touch analogs in the sample capx with no conflict). Maybe your thinking of a different tutorial as the one I linked uses the required ForId parts of Touch. Since not using ForId will make multi touch brain bashing harder for dual analog on the various devices.

    If you want nicer aiming your going to have to take the extra step and use effective use of angle(thumpsitckshoot.xy, thumbareamove.xy)

    Your touch only starts when the touch is ON the stick which means fingers have to be precisise. This makes dual analog harder. Most Dual analog usually let's the player touch the area to start then the stick moves to the touch.

    Another thing to know is that your system only works while the sticks are InTouch. However the problem with that is that there is always some delay and fingers will always leave the "Is In Touch" state. Making that method unreliable.

  • Just a follow up question. Were you trying to create a plugin or use Rojo hounds Canvas plugin?

    If went with procedure tree's. I would suggest a plugin instead.

  • is right

    however you if for some reason you do because maybe there is some error code that passes with it?.

    so don't forget your qoutes.

    Object.setVariable("V", "false")

    In the properties list on the side. Don't use qoutes as that automatically handles data types. But in all expression lines make sure you use qoutes.

    so

    Property bar

    Object.V = false

    Action

    object.setVaribale V = "false:

    So to check it then do

    Object.V != "false". this would check string object of V against string

    where as

    Object.V != false. is comparing a STRING against a BOOLEAN value as false is actually system value.

  • Well I noticed it looks like your abandoned the the Platformer behaviour. Possible becuase you need too for some of Sonics abilities. But doing so puts a lot more stress on your cpu code.

    You should figure another way to cut out the WHILE loop in movment and try to only run it once per tick. I haven't sit down to see how many times per tick it will run. But I can imagaine that it's running a few hundred times. And is likely the reason it accounts for %16.

    Also I noticed you call Player.Repo and Collision with both on Evertick.

    you should run a single every tick and put them in order once. As it looks now If assuming these are running in order.

    Position/Collision

    Movement while loop

    position/Collision

    ok. se thats the supposed run order. Now imagine 3 ticks of that

    Position/Collision

    Movement while loop with position/Collision

    position/Collision

    -

    Position/Collision

    Movement while loop with position/Collision

    position/Collision

    -

    Position/Collision

    Movement while loop with position/Collision

    position/Collision

    notice how poosition/collision call functions are right after each other. Is that really needed?

    now I did some testing. You can disable the entire post-move and have no negative gameplay effect i noticed. And this saved apx 8%

    I then tried leaving the post animation on and turned all the other collision and position checks prior tot he post and managed to get the the group from 36% to 16%. However this comes with that the animation starts going off. Character doesn't rotate as smoothly. There is some room for improvement :)

  • You should check the tutorials. There are a plethora of helpful docs.

    scirra.com/tutorials/398/touch-stick-controllers/page-1

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  • I'm 100% sure Ashley will do an official Steam Plugin. Probably soon too.

    As for being miffed. Well you just need to take it that Game Maker exports to C++ and can access the Steam SDK directly. So there is no middle man layers. This let's developers access new features are sooner than C2 will ever get.

  • Video games are never art. Ever.

    However ART can use the medium of video games. This means that a good game is not art. VG's can can have emotionally impacts, movies can have emotional impact, books can have emotional impact. But i wouldn't consider my sniffles in the Lord of the Rings books or movies and consider them just because I felt they were emotional scenes.

    On another side as a table top gaming GM I've managed to get my gaming group to sniffle at the death of certain characters. So does that make my D&D(actually tribe 8) game art? nope it does not. While I was glad to run an emotionally charged game the emotional experience doesn't change that what I was doing was still just the game.

    Here buzzfeed.com/awesomer/36-beautiful-landscapes-that-prove-that-video-games-are-art are some wonderful imagry of various games. Doo these make the games art? no. However the artists should take credit for there portrayal of the world. keep in mind that the visuals of a video game are only one element of the game. A game is composed of visuals, audio and gameplay. At the center stage is the game play. When the gameplay of the game is the game itself then it's a game and not art.

    However and I wish I can remember the name of the game. But there was game developer who had synaesthesia of sight and sound. His game was a portrayal of what he saw of sound. So the "game" visualized the sounds of the game. That game I would classify as art. The game while some form of rail space shooter wasn't about the shooting and levels. It's focus was on the players experience of colour and sound that the developer was expressing.

    So where as Shadows of the Colossus is a gorgeous and wonderful game. one of my favourites. I would never classify the game as art.

  • I remember when HP and Palm came out with WebOS and a tablet that used it. I thought it was a great idea. Although I felt the release was too early I also thought they should have stuck to their guns and kept it going. But they gave in far to fast rather than hold out and continue to push the WebOS platform. I suppose since WebOS didn't storm the world they just dropped it :(

  • Jayjay

    Yep that's very true. However I like to hold out away from newer MS OS's for a few years. Mostly for them to iron out the OS and come out with any new major iteration.

    However I really feel that MS did a super smart move leading this rather than waiting for success first from other companies.

    However. if any HTML OS came out I would certainly consider it :)

  • Well to be fair. I wouldn't ever considering running the game through the native mobile browser. I consider that idea just to be bad. For me it's wrapper or no go. This might be the difference in our perspectives on the situation.

    I see it problem as a non factor as I would be using CocoonJS, GameClosure, Eject and not Safari or Android Chrome.

  • Pode

    Hey Could we get a couple of updates :) It's looking pretty good. but these would be great if you can get them working.

    1. Get the z-order and layers working :)

    2. Render to an image context on any size, colour, deformation(not rotation) and instead render the the image context instead of the svg object constantly. That way this tool would be super wicked for mobile devices :)

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jayderyu

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