jayderyu's Recent Forum Activity

  • Are you planning to do all of this in C2 language or do you plan to use a plugin at some point.

    I would love to offer my time, but at the moment I'm super busy. However if my plate clears in the near future I will speak up on interest about the subscription system and getting MP into C2.

  • Thanks for answering my questions. So you need a full game and a plugin then. Well I draw like poop :D and I'm finding my time is surprisingly consumed with a volunteer project.

    Though I'm sure others will appreciate the information.

  • > Honestly it's very frustrating that C2 will adopt Tizen, W8Phone and other small time mobile OS, but still won't support IOS and Android exports

    +1

    Relying on a slow and unresponsive 4th party is a PITA...

    > GameClosure is a viable export option...

    > ... It's now in Scirra court if they are interested.

    This is beggining to sound interesting, does anyone know if they are in talks??

    Ashley ??

    yeah. I'm mostly bothered by Ludie's lack of community involvement. Even Ashley has mentioned in the other thread that there communication with Ludie isn't that good. I just want to know how a team of 15 to 20, and 1.5 million in funding can be so terrible at support. Personally I think it's a team of 2, and the others are friends to boost the numbers to seem like a full team. There forums are also the worst I have ever used. 1 thread for all questions and answers. Really?

    No there are no talks as anyone knows. Ashley said he isn't interested in supporting any other wrapper. However, as mentioned above his own frustrations are starting to mount. So maybe, who knows. Personally I think if Scirra talked to GC team and asked to have the layout loader functions implemented. I bet they would. GC team seems to come out with more incremental updates a lot more often. Including game features like Adventer maps and other such tools.

    I realy feel that C2 and GC would make a re far better match. It's just that GC doesn't sound like they will be supporting full WebGl anytime soon.

    groups.google.com/forum

    But then a month later they released this which is a GC test of WebGL. So you never know.

    minimal.be/lab/fluGL/index80000.html

    and on a final note. GC aren't as good as Scirra for keeping touch with the community, but they are miles above Ludie.

  • If there is a teaser, probably in a week or two.

    Lucid will show off new features possibly months before release. Teasers however are likely to be out sooner.

    Even if B6 comes out. it's the plugin that we need. And we have never seen a B5 plugin that I noticed :(

  • Let me start that I agree that I think GameClosure should be supported. I feel that the GC team would be more responsive than Ludie. I feel that Scirra and GC team would have better communication possible being able to get C2 running on mobile better than CocoonJS. Although WebGL is a heavyweight in game design as with the accelerated physics.

    As I understand you have only tested with the SpaceBlaster sample put together by Mario? Have you tried putting together your own C2 Games into GameClosure, because I don't think you did.

    First Mario spent a fair amount of time to have to wrap up C2 runtime to get C2 to run with GC system. Numerous hacks were done to trick C2Runtime.js to run with GC. This is at least a benefit that some one did it and C2 developers don't need too.

    Second Audio is another matter. Audio needs to be pre-loaded by manual code writing. Which is the breaking point for most C2 users.

    Third C2 developers need to learn how to use Github in a linux environment. Which includes all sorts learning about ADK, ADT, ANDK, updating these software and persistent export testing.

    For most C2 developers this is too much to handle. I can work with it, but I chose C2 to get away from all of that.

    However there are some good benefits to using GameClosure over CocoonJS that I wish Ashley would consider having a proper port too.

    * game Closure is Open source

    This means that if we need some support element we can actually add it. If some one wanted they could write a WebGL canvas.

    * Game Closure has a better response than Ludie. Not as good as C2, but better than Ludie.

    Honestly it's very frustrating that C2 will adopt Tizen, W8Phone and other small time mobile OS, but still won't support IOS and Android exports. GameClosure is a viable export option that would give an alternative more stable option than Cocoonjs, but is being shot down under the flag of "CocoonJS" is good enough. When it's not. yes it's got the best feature set no arguing, but with terrible updates, breaking features with C2, worst support from the largest group of the 3 mentioned. It's an absurd sick joke that people have so much difficulty with CJS.

    In the end though the mentioned hurdles are very large ones and not so easily over come unless Scirra takes the initiative to support GC. GC made the effort by showing how C2 can work with GC and created a js bridge. It's now in Scirra court if they are interested.

  • each frame is it's own image. So no there is no inherit way in C2 to do this. you could make a custom plugin for custom animation and frame control rather than use the default.

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  • well you could try and change the

    /game/ok.php to instead use health.php

  • * What is your SDK

    * Platform

    * Language

    * Are you providing art?( don't think you are, but asking anyways)

    * apx offer?

    * estimated due date

  • Officialy Spriter only supports the DOM XML parser. If the platform doesn't support it. Then Spriter won't work.

    Lucid is working on a modified Spriter file that uses JSON which there is easier parsers to get. However Lucid says Spriter will only work with CocoonJS.

    Personaly Lucid should just switch to JSON format completly and not rely on a browsers XML DOM Parser.

    So the question is does your tizen support XML Dom Parser?

  • > I wish this classic controller design would just die. it sucks.

    How is it a classic controller design? No one else would put all 4 font buttons and provide a larger area for the 2nd stick.

    In the overall picture of the controller it's the same controller. In a small bits and bobs there some good and bad stuff. So let's start.

    1. Ergonomics

    The human body is capable, but not designed to hold the current standard controller design for long periods of time. In comparison notice how the mouse is moveable and not attached to the keyboard. We have seen track pads and bound pointer input to keyboards and laptops. but people still buy mice. Why? the input is separate and more in a natural relaxed shape for long use. In fact I'm in a reclining chair with the keyboard on my lap, and the mouse on a small side table. Is it work productive no, but damnd am I comfy :D But the classic controller is not a Keyboard and Mouse. that is very true.

    While companies create well rounded shapes, padding and as comfortable that doesn't change the flaw in the inherent design.

    The reason the controller design hasn't changed is because the design they use now for the button count is efficient. A controller has to have grips, and the thumbs are the main tools we use for controllers (because fingers grip). Buttons are placed at comfortable grip points (shoulder, back), while the front controls are placed based on use and more comfortable position for that common use.

    2. Intuitive

    An intuitive device lends a natural use that requires little instruction. Or is capable of using knowledge of prior devices to be applied to the current device. The PSOne increased mass appeal to game sales, but that was an increase of a smaller demographic range, but the content appealed to a larger market. What happened was that many older or very younger games were not in the same fold. There are always though who pushed through like my daughter, but overall it was less effective.

    The SNES seemed to be the pinnacle of console broadest of range of age. Enough buttons used efficiently.

    Before dual analog, the right area was used for buttons only, and no one has wanted to upset that because it works great. They added a 2nd set of shoulder buttons because they could not comfortably add them elsewhere. Same with pressing the thumbsticks down to get a button as well.

    3. Efficiency

    more does not make efficient. 18 buttons does not mean better.

    The Wiiremote has a far larger range of input, intuitive when smartly used, yet less buttons. More potential game types, less input. That's effecient. Your use of Effecient is incorrect with the context of XBox, PS1/2/3, Steam controller and the entire ilk.

    The Wii-remote and sixense.com/razerhydrapage are miles above the prior controller designs. They are both Intuitive and Efficient. Theya re capable of playing all genre of games, with out requiring 18 buttons.

    I will list a side by side comparison the Wii-remote a common controller and the PS3 Core controller at the end.

    The Steam Controller upsets the standard by making it's "thumbsticks" take up more valuable real estate on the controller front, moved the front buttons to the middle because of their use in modern games, added another button to the back. If this was all it would be rather mediocre, but thankfully you can map the hell out of the track-pads for multiple functions to basically get a regular controller.

    Actually I'm re-evaluating the Steam controller. I think it's going to be apex of the design model. i just know that the design model is old and we need to drop the entire thing. But I will agree with this. It's the best of the of the same bunch.

    Weeeee-Remote+ vs PS3 input comparison and it's potential and effectiveness of games they can and can't do.

    ]---- PS3 Sixaxis

    3 system buttons

    3 Distinct analogue control input

    1(6) velocity(6 direction)

    1 dpad

    4 face buttons

    2 analogue clicks

    2 shoulder buttons

    2 shoulder linear analogue

    2 shoulder click

    * using the dpad or buttons swaps active use of 2 analogue

    20 values of input

    Games it can't or will do poorly

    everything that is based around pointers.

    RTS, Point and Click, Touch based games

    Games of note it can't do in categories

    Elite Beat Agents, Trauma Center, Warcraft, Starcraft, Sam and Max...

    Games that the controller does well

    Fighting games like Street Fighter. FPS are significantly better with Keyboard and mouse. Controller doesn't get credit.

    ]---- Wii-Remote+(I would use Sixence, but it's not as common)

    3 system buttons

    1 POINTER < DING DING DING

    1 XY analogue(left hand, no conflict with the XYZ Analogue)

    2 XYZ analogue(no conflict to use)

    2(12) velocity analogue(6 direction each)

    2 shoulder buttons on left(admit there is no analogue :( )

    1 dpad(right conflict with 1 button)

    2 primary buttons(A conflicts with the dpad)

    2 secondary buttons(conflict with A and dpad)

    --------

    1 speaker

    1 expansion port

    16 values of input

    Games it can do

    All pointer games effectively, FPS only a little worse than Mouse(mouse is king), Trauma centre. Then there is the entire new genre of gaming potential that is being missed. Driving, Flying, 3D space.

    For simple games it can detach the chuck for convenience of simpler games. The wand shape with the pointer lend itself very well for user media interface witch the classic controller design does not. Pointers just work better for media and interface control.

    what the controller is weak at

    Street Fighter with it's 6 button style. nothing else.

    broad taste of immersive gaming

    youtube.com/watch

    game made better by WR+ more tactical and deep

    youtube.com/watch

    one of the best and surprisingly immersion fist fighting games I have ever played. looks simple, but when your playing it's fantastic.

    youtube.com/watch

    Now if Valve based there controller design on the Wii-remote or Sixence. It would be accessible, intuitive, get all the awesome bits that SteamController is coming out with, fix up the wii-remotes weak spots and bingo. APEX of game controllers. But nope. It's mired in poor ergonmic design, over complication of input.

    However I do love the touch based audio haptic pads. I think those by far are some of the best input ever.

    So on a game application comparison Shooters are pretty simple to map. However probably one of the more complicated movement are space flight sims.

    So just doing the space flight controls

    360 and Steambox

    Left Analog XY(Pitch/Yaw)

    Right Analog XY (roll, face)

    sacrifice face buttons for motion input(if needed)

    PS3

    Tilt control(pitch/roll/yaw)

    Left face

    right camera

    sacrifice face buttons for motion input(if needed)

    Wii-remote

    Left Tilt(pitch/roll/yaw)

    Left XY camera

    Right Analogue face

    let alone we still have an analogue pointer to use for accurate shooting

    no sacrifice of buttons for motion input.

    So my professional opinion based on experiences of controller models. Companies are barking up the wrong tree as new consoles come out.

  • Debug has been very helpful. However some options for debug starting would be great.

    1. option to have debug always come up or stay running when running application.

    2. option to click that debug should always open in seperate window.

    I run a dual monitor setup and would be very helpful on fresh runs that the debug would just start seperate and automatic.

  • Yes there is a MUCH easier way to do this.

    You should check out the tutorial Ghost Shooter. It's exactly what your looking for.

    For what you did. You can do 0 events. I extremly strongly suggest going though the tutorial mentioned.

    Number one tutorial that all new developers should read. it will answer many questions and gve incredible insight on how C2 works. I did what you did trying to muddle my way through the tools, but after reading this tutorial I've managed to figure out most of my problem on my own.

    scirra.com/tutorials/37/beginners-guide-to-construct-2

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jayderyu

Member since 11 Apr, 2012

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