jayderyu's Recent Forum Activity

  • ArcadEd

    ????? WOW, seriously. There they boast there core IAP can handle any IAP system through CJS, but now not interested in the Ouya IAP....... this blows. I'm not sure what to say. I think I'll try and contact Boxer8 and see if they can nudge them. This is serious joke. They are bumping the number of other OS but not Ouya. sigh, just a big sigh.

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  • Ludie

    Thank you very much. Super appreciate it. I'm having problems that my games buttons don't work, but I hear other people having no problems. So i'm going to look in to that. But initial tests are looking good :)

    Any idea when the IAP will be ready? hopefully soon :) I'm "planning" to release my game in November. I'll let you guys know :)

  • it would have probably been faster to use bit shifting rather than addition for

    acc += acc

    probably

    acc = acc << 1

    n = n << 1

    The method he uses is still requiring the computer to addition. Which is fast, but bitshifting as the sample above litterally means acc += acc without the math. It bumps the bit's up.

    Using a custom mathlib is common for the bleeding edge game engines. However it's not that simple of a job. Mostly the work isn't the math. It's that this form of math works best for INT32 and INT64 based math. The hurdle is handling FLOAT32 or FLOAT64 math operations.

    He is using the model of doubling up. Once the add it's higher it's just a system of reducing the over amount by the remaining.

    I remember hunting down a Java mathlibrary back when I was trying to do games in MIDP Java for mobile phones. before Smart Phone :D

  • Well I'm looking forward to the demo on Nov 11 :D

  • Needs repeating

    NEVER use Physics with any other positional behavior. EVER. There are ways to make it work, but it's more effort than it's worth. Physics does not use the same rules as the rest of C2. Physics uses Box2D and is in it's own universe of position, collision.

    you can use set position with Physics, but avoid anchors.

    Anways

    remove Anchor from your Physics object. Remember that the game scales the window and the position may not be accurate. Find another method to move your Physics.Imovable.Floor.

  • lucid

    That's cool. Super looking forward to the plugin update and Character Maps in C2(NEEEEED).

    But why is that only CJS get's the JSON version of the SCML format? Why not just make it standard for Browser. It seems that JSON is far more supported across browser wrappers than XML. Seems like holding onto an XML format and only using JSON for CJS is holding back C2 & Spriter for mobile devices.

    While it's awesome that we can finally get Spriter objects on CJS which I'm using. It just seems reasoable to use JSON more.

    But anyways. For now awesome awesome joy joy :)

  • ArcadEd

    I'm using 146 also. So I don't know why my input doesn't work.

    Guess I'm going to have to get down to the basics and see if something is broken some where in between. Thanks for the heads up :)

  • Techspec

    Well CocoonJS 1.4.4 is out now and it's improved many part. I am still having a few music troubles myself, but sound is working a lot better now.

    Seems CocoonJS is now getting to be the main target.

    Also if the day comes CocoonJS collapses is likely the day that Scirra will have had to move technologies too. So for CJS it's not big deal.

  • Any object NOT in the viewport is fine on rendering performance. The engine will not suffer any performance problem.

    Object NOT in Viewport

    -- Object < ViewportX(gamelayer) then object.destroy

    As for collision. Ashley at some point should implement a better collision detection model(http://www.mikechambers.com/blog/2011/03/21/javascript-quadtree-implementation/). The reason Ash should is because it's the only way for the Platformer behaviour/plugin to use them effectivly. We could do a plugin for better collision, but then Platformer is still using the slower method :(. So not much of a point for a plugin version.

    You need to use sprites. but only the objects references in the collision are the only ones checked against.

  • Are you using a current beta or the last stable release?

  • I'll just make it simple.

    Don't mix platform and Physics.

    This is a mistake that most new C2 users make when wanting to get both the platformer toolkit and the physics toolkit. The problem is that Physics uses Box2D which is NOT part of the platformer kit. Box2D is it's own API entirely and does not play nice with Platformer.

    You can mix them, but the grief it will cause you a lot of grief trying learn the in's and outs of handling both.

    If you want Physics. Then you drop Platformer and have your player also a Physics object. You won't get the nice triggers, but it will work the way it should.

    If you can sacrifice physics. Then I suggest dropping that.

    If you want both. it's going to be a lot of work. The reason for this is because Physics objects shuold be moved by physics controls. So even layering a physics object on the player will be problematic as Platformer would be setting the position of the physics object. This will cause Physics behaviour issues and not a desired effect.

  • A comment about power. blah blah blah. Wii was "outdated" on release. Still kicked sales bottom though. But I digress this is about an update and not sales. Let's keep it on topic people.

    Are the buttons working for you. I tested my game out and the buttons dont work. The left analog does. I really really need buttons. Is there a mapping of the buttons that might be a little different?

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jayderyu

Member since 11 Apr, 2012

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