jayderyu's Recent Forum Activity

  • onur

    Thanks for the info. that is really interesting. So I turned on the debugger for the game to see what was going on.

    While watching the system the game fluctuates between 10% to 20%(not counting basic rendering). Once the Glitch loads it spends some time to load glitch into memory. This does boost the CPU usage up to about %55. Of course these values are only on my computer other computers will vary. It is interesting though that tests on my tablet run the game. I will look into this and see what can be for that hard spot to load the glitch.

    Can I get a run down of your OS and system specs?

  • onur

    I would love too, but my linux still is minimal. The game was compiled using NodeWebkit. I don't think the game needs to be installed. However you might need to set the permission in Linux to be executable.

    In the mean time you can play online at clay.io/game/thebluecode

    Natal

    Thank you. That's very much appreciated. We did a lot on the sound, but unfortunately we were time constrained. The room your probably referring to is the Kitchen :| I'm wanting to add some volume controls for FX, Music and the voice element. Thank. the comments were really really appreciated :)

    edit:

    Actually to expand on what has been done. Much of TBC was written to be designer friendly. it's possible to put together a P&C using the core components of TBC. But along with that there was a lot of work into the details of the audio. Enough in fact that I've started putting together an C2 Audio Engine to take advantage of the Advanced Audio api. I personally found the advanced effects to be difficult to work with and manage. So i'm working on a designer friendly system. it's still int he works right now. But a small taste of the audio system is to turn up your speaks a bit more and do stuff in the various room of the castle :D.

    We included reverb, muting effects, hollow effects, and distance based audio. best off the distance audio is no more than 2 instructiosn. Drag and Drop, then name the audio file. Then we have options in the sprite to define the working :D

  • Here is an interesting post.

    koonsolo.com/news/dewitters-gameloop

    It works in reverse. instead of limiting FPS down. The idea is to instead always run the game logic at 25FPS and visual updates are rendered as fast as possible. however the interesting part is that if the game rendered less than 25FPS the game logic is still at 25FPS. This is pretty much more ideal in design.

    A game logic flow always needs to be at a solid rate. This model could certainly achieve the desires of everyone on the list here.

    Visual the game udpates as fast as possible, but logic is always set. This means even if the game hits heavy render areas where the game can slow down to a crawl logic still flows the same AND this means the game play remains smooth no matter what is happening.

    This sounds like an ideal goal.

    The Gameloop in question is the last one in the list. I think Ashley should check it out. Because let's be honest it's not that we want less FPS, we just want to maintain smooth game play and to do that we would reduce how often to render, but the reverse can also be true AND it could work well cross platform :)

  • Since C2 uses a high resolution timer could C2 base it's draw.call on that. My math will be off of course as it's only a sample.

    But wouldnt it be best to just use a system of

    var draw_next;
    var draw_skip =33.2;
    
    while(gamerun){
      process_logic();
      if( draw_next < timer){ 
        draw(); 
        draw_next = timer + draw_skip;
      }
    }
    

    Of course there is fine tuning required. This is just a simple design. But this let's the game process logic at full speed. And once the time passes the draw process starts. This also let's the developer set the draw_skip value to whatever fps level they want.

    Of course I have no idea what is currently implemented :|

  • I agree a good lighting system in games that really use them is just amazing. So much personality and feelings can come from good lighting.

    I've seen some good lighting in C2 though, but it is a lot of work to do it in C2. No built in easy advanced lighting.

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  • lucid

    Does Ashley have the new B6 specs? I would love to see the next C2 stable release and the B6 plugin all ready in the near future :)

    especially some of the peculiar stuff for first frame initialization.

  • There are few joint types missing arent there? Also aren't there a form of collision masks to turn collision on and off between objects when needed?

    This would help in making a physics platformer and get jumpthru.

  • yeah I agree. I would love to know what he wants for his project.

  • So any opinions on the demo?

  • You can ask the CocoonJS team to implement this. Otherwise no there is no keyguard for browsers that I know of.

  • I remember that sample. it's really cool.

    But SpriteLamp also support normal mapping and depth mapping which adds a lot of depth and colouring to an object.

  • There is ONE RULE TO RULE THEM ALL.

    CONVENIENCE IS KING

    The OP is right. It seems today that there a very large number of developers that have switched to using MAC. Even many Windows games are coded on MAC, but compiled on a Windows machine. Had a few job interviews and indie game companies and MACs where the number one computer I ever see.

    getting an entire office to dual boot is not convenient and so that doesn't fly. A 1 man developer that's fine. For an IT department at any game studio that's just not going to happen.

    So it's good to hear that this will come some day.

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jayderyu

Member since 11 Apr, 2012

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