jayderyu's Recent Forum Activity

  • Well since it's November 10th where I am; and in fact not much longer either :D

    The Blue Code on FaceBook

    facebook.com/bluecodegame

    The Blue Code DEMO

    Game is BEST experiences with WebGL and Advanced Audio API. If your browser does not support these; either use Chrome or download native OS versions.

    Links:

    Online: herobix.com/bbtree/bluecode-game

    Native Packaged

    Windows: goo.gl/t983vw or goo.gl/TXI4KW

    Linux: goo.gl/jY5y6H or goo.gl/CGIRhI

    OSX: goo.gl/Bcyvn4 or goo.gl/alqzOf

    This is a Construct 2 Point and Click adventure game demo. We have plans to do a kickstarter in a few months. There are some features not in as I think I mentioned prior.

    I suggest Chrome or download. Please like the The Blue Code page :D

  • syncdot robert

    Whew. Then wait is no longer.

    The Blue Code on FaceBook

    facebook.com/bluecodegame

    The Blue Code DEMO

    Game is BEST experiences with WebGL and Advanced Audio API. If your browser does not support these; either use Chrome or download native OS versions.

    Links:

    Online: herobix.com/bbtree/bluecode-game

    Native Packaged

    Windows: goo.gl/t983vw or goo.gl/TXI4KW

    Linux: goo.gl/jY5y6H or goo.gl/CGIRhI

    OSX: goo.gl/Bcyvn4 or goo.gl/alqzOf

  • Yep, wish they stopped adding exporters for new platforms with minimal user share: tizen(?), windows phone, etc...

    Ashley should focus on iOS...

    I have to agree with this a lot. We have small markets that get better exports than the main mobile OS. I'm not livid about it, but the levels of dissapointment that these tiny shares get better attention than IOS and Android. It's just gah inspire to the gah squared :(

  • I think it's too bad. There are PS3 games rendering at 30FPS to allow the CPU and GPU to increase qaulity physics and game logic. Then it also gives around double the time for the GPU to increase visual quality. Then because the game is tuned to play at 30fps no one really notices.

    But C2 will never support it. So I suggest leaving the discussion dead :(

    This was one of my first requests over a year ago. I see this request a couple of times a season. And when an official response comes in. The answer is usually along the lines. "If it's possible to render at 60fps then why bother render at anything less".

    Well other have given reasons, very good points of discussions, pointed out companies like EA, Sqaure, Ubisoft Watcdogs run at 30fps.

    ca.ign.com/articles/2013/09/27/watch-dogs-runs-at-30-frames-per-second-on-next-gen-consoles

    that's right. Big next gen game. because the graphics and gameplay qaulity can be improved due to more processing time. But it's just not good enough reason :(

    So I gave up.

    However there is an alternative. It requires some extra build time.

    * C2 only draws if there is a graphics change. Take advangtage of that.

    * Grab Rojo hounds canvas.

    * All sprites are invisible at all times.

    * render on to rojo hounds canvas at 30fps.

    because the canvas is only drawn on at the 30fs tick 1/16 or something, The C2 only renders at 30fps and you get all the logic physics quality of 60fps. Still not sure how to increase visual quality though. But i'm sure it can be done.

  • Thndr

    I agree. I feel that if Scirra adopted the an asset store like repository with module support. It would shift and grow the C2 brand to a much larger and percieved value. Right now HTML5 is fighting a lot of negative view in the industry for practical gaming. Scirra I feel is on a path that could changing that. It'a a tool for mass, uses HTML5 base technology, easy to use. But Scirra takes too much responsibilities of doing too many of the plugins themselves. Which is good, but if overall importing and use of code modules and assets were out I think it would undo some of the load on Scirra and foster a push for C2 and HTML as a viable game dev tool to the industry.

    But that's just my opionion :D

    However I do know that implementing Modularity would require some restructing of C2 core engine. Which Doesn't occur that much anymore. So I can see why Ashley isn't in a rush for this support. I just feel with many of the other top voted road map options are mostly out now. That Modularity should come before multiplayer.

  • Chrome can already be compiled for Android with all FLAGS turned on. Chrome can be modified to launch a certain index.html.

    At this time Chrome can be used as the wrapper. Someone just has to do it.

    In the mean time we are mired in polotics :|

  • It's related to Object Definition and related values. Goes back to how programming works.

    class Fruit{

    int weight;

    int grower;

    }

    class Apple extends Fruit{

    string softness;

    }

    class orange extends Fruit{

    string juicyness;

    }

    you can access Apple Object based on the shared version

    Fruit current = *Apple;

    class Vehicle{

    string company;

    string mode;

    }

    class Bike extends Vehilcle{

    int wheels = 2;

    }

    Fruit current = Bike; BROKEN. That's a no.

    That's why UID must be specified with an object type. C2 doesn't have a root object type. You as the developer do that.

  • Joannesalfa

    I agree it's a viable alternative. But Ashley has a point. GameClosure should step up and provide the exporter and Plugin.

    however I think Ashley should just use a custom Chrome browser. This isn't and answer for IOS but for Android. I was doing some research and found that anyone can compile Chrome Beta/Canary/Stable for desktop or Android. So with some tinkering right now someone can just compile a custom Chrome browser to run C2 games.

    I think that's the route Ashley shuold go since wrappers always seem to have these hurdles.

  • Ashley

    I wish they would. That makes a lot of sense. They know there api in and out. Then it's too bad they don't spend more effort on it :(

  • LOL, that's sooo true. I'm not sure who is taking responsibility of the plugin. Though we hear tidbits here and there of who it. It seems in practicality each group claims the other :D

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  • blog.ludei.com/cocoonjs-1-4-5

    The new version of CocoonJS is ready (changelog below). Please, send us your feedback about this 1.4.5 version, it helps to find bugs and determine next improvements. Enjoy!

    Added support for iOS7

    Dropped support for iOS 4.3

    Core

    Updated to iOS7 SDK

    Slight performance increase due to migration to C++11

    Improvements in Core Javascript communication

    Launcher

    Updated launcher service UI for both iOS and Android

    New CocoonJS and Ludei logos!

    Javascript

    Moved the ?focus? function to Node instead of having it inside HTMLElement and Canvas

    Extensions

    Multiplayer and Social

    Added support for Google Play Games

    I haven't looked deeping into this. But does this mean that CJS now supports Google Play multiplayer service? That would be a huge step for Multiplayer and prsonally I feel could lock CJS position as a HTML5 game wrapper..... Too darn bad they won't make a memory manager.

  • I create a variable called PLAYER in botht he controller objects and the Player object.

    Then when a controller object is pressed. I have direct access to the Player ID. Which then I compare to create a SOL of just that 1 player.

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jayderyu

Member since 11 Apr, 2012

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