jayderyu's Recent Forum Activity

  • mepis

    From reading your post. You seemed to have have lumped vector and flash animation as the same thing. This however is not the case.

    C2 would treat a vector.svg image as a single object in C2. C2 wouldn't be breaking the svg down into component bits and applying different a collison box to each.

    Flash animation is usualy composed of either a group of images or svg images and are animated on time frames. Then during runtime the rendered also handles tweening. This is similar to 3D graphics.

    Now if you saying that mobiles can't run tweening graphics then I have a large library of 3D games can say other wise.

    But that still brings the matter to vector rendering which can be heavy. however with some trickery you can do vector graphics and run with fine runtime. Examining the situation. Vectors are best sizing and deformation. If this is the case. There is a unique 3D rendering technique I can't remember what's it called at the moment. But it's pretty nifty and offers massive performance benefits by reducing render overload.

    The trick is to create a mini canvas equal to the size of the object. Render the SVG to the the canvas. use the canvas as the sprite. This way your not constantly rendering the SVG. Now when canvas image needs to change due to colour, deformation or resizing. Then it's just a matter of re-rendering the SVG to the canvas component again. Doing that means you get the benefit of SVG and the render time of sprites.

    So it's very doable to do full flash animation on mobile devices. It's just a matter of being of being efficient with resources and working around the hurdles. often taking the simple straight forward method can be worked around :).

  • I'm interested, but I've used Chrome OS from my USB before. For me I love the ideas. But I suspect we will see intermediate OS first. A standard OS that runs HTML technologies invisibly integrated so no one ever notices.

    I suppose this all comes down to getting people to use the OS. however if you can. I'm all keen on it :)

  • Performance is not a problem. It's more about being careful and being diligent on performance for mobile. however C2 developers have the same limitations as a native Android or IOS. Think less more objects and clever use of good looking sprites that can look like multiple objects :D

    just be diligent. However there are few more problems that still need ironing out

    Collision uses a brute force mode. Which instead should use an qaudtree

    Sound on CocoonJS is a work in progress.

    CocoonJS has no memory managment. So your games need to be simple :(

    Can you do GTA 1 yes you can. But your going to need to look for a plugin to do the 3d rendering of the buildings.

  • Well one of the collision models you can do In C2 is this.

    break up your collision types.

    unit with terrain(UwT)

    unit with unit(UwU)

    unit with weapon fire(UwW)

    var collision_test = 0

    Then instead of checking for collision as normal try this.

    Every Tick

    -if collision_test = 3

    -->collision_test = 0

    -> If collision_test = 0

    --> Unit collided with Terrain

    -> if collision_test = 1

    --> Unit collied with unit

    -> if collion_test = 2

    --> Unit collided with weapon

    collision_test++

    this however is only a temporary stop gap. And is not an ideal solution.

    I've informely asked Ashley each time this subject comes up; that Ashley please use Mike chambers quadtree collision with C2 rather the current brute force method of each object checking for collision against each other. This is because this feature should be inherent in the engine for the purpose of how he works collision with sprits. But alas no such luck yet.

    So at this time it seems unlikely that C2 will ever use a better collision detection system without far more clamour :(

    Also building in this engine in C2 would require a different way of design that what you tried. Don't build it around picking out sprites. You would have to build a C2 Quadtree around using Arrays and only arrays. And doing so would be so much array management that you probably wouldn't get much performance out it anyways.

    The other option is to use a behaviour or plugin that uses this. This can work well and for your game would be fine. but in the long run Platformer and all the other cool behaviours still are missing the benefits.

  • I'm pretty sure some one already wrote a SVG plugin.

    yep

    scirra.com/forum/plugin-svg-canvas-vector-graphics_topic49410.html

  • istavang

    Message in your in box regarding last mile stones. I know what it's like using PM. Some times you don't get the message because PM's don't stand out :D

  • eh. Don't need Sheet Boolean.

    If( bool != 0) there you go. boolean check

    or

    if (bool == 0) just make sure your if check is explicit for 0.

    Though it is weird that it's not there.

    Scope. Create a Group for the Event sheet. Everything goes into the group including the variable. This of course is private. However if you need public it's the strict OOP design model then. use getters/setters to set the group vars.

    How about this suggestion. Baking in the Function plugin.

    Having to use Function.Call("function_name") is a pain.

    New variables are baked in to the drop down list and checked in the expression lines. Why can't Functions be built in :)

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  • There are some amazing looking games on here :D

    Her is my entry. It's a slow develop :D

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  • ok. Well C2 isn't very good at cutting out images on a scrolling system. The best way for such a thing is to put an image on top. For what your looking for you couldn't scroll them graphically through the top as the top hider image would also hide the game screen :\. You can check the iScroll plugin.

    However you can iterate through your array lists and redraw what's seen.

    variable(store wherever)

    var current_row = 0;

    Pop the inventory box onto the screen.

    repeat(col * rows)

    --> create inventory_tile

    --> set tile frame/animation to Array.atValue(loopindex + (current_row * 8) )

    --> set inventory_tile.xy(loopindex % 8 * width + offset_X, loopindex / 8 * height + offset_y)

    When you need to change. Change the current_row value, destroy the current icon tiles. Redraw loop.

    That's the principle idea of scrolling through. this was just a quick guide. Nothing detailed so I am probably a smudge off on my math formula.

  • hmm. That starts to help. Another question in relating to your up and down.

    Do you mean the Inventory BOX is going up and down with your entire inventory OR do you meant that you have more than 4 rows of inventory and you need to scroll through them?

  • That's because anchor holds objects to a relative position based on different resolutions.

    This is mainly used for cross device or resolution of games. it's not really used to for placing objects on to the side.

    So if you have an object that is 100px from the LEFT and TOP. Then it should remain 100px from the LEFT and TOP on all resolutions. This also holds true for RIGHT and BOTTOM which I find will be more influenced by different resolution sizes.

  • Well for myself

    Symphonic Metal(Xandria, Epica, NightWish, Kamelot....)

    Dead can Dance(whatever you would call it)

    Beetles, Johny Cash, Bowie, kate Bush

    ... meh. it wll be easier to just mention what I won't and don't listen too

    Older Country, newer I like.

    Hip-Hop & Rap(I do listen to older rap though)

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jayderyu

Member since 11 Apr, 2012

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