jayderyu's Recent Forum Activity

  • The only way to effectivly use jquery plugins is to use C2 plugins. You could use Browser.execjs() to import a plugin into the internal jquery, but without any C2 plugin to access the new plugin. it would be of little use.

  • Should be fine with no problems. Looking forward too seeing your game :)

  • Could you elaborate your idea more. Maybe add some sample images of your thoughts.

    Otherwise I would suggest make an image of a computer. I guess.

  • tulamide

    ummm. B. I. N. G. O,   B. I. N. G. O, and bingo was his name oh!

    umm. yes that will work. although I tend to forgo the original export to file. but yes. that's exactly the process you want to do.

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  • The OP has a good question that most of these don't answer. even if he reads all the tutorials he will be better off to solve the problem, but it won't answer it.

    The problem is that Mario RPG(snes) is a 3D game even if not 3d objects. Also the game is judged in isometric and not 2D. Which also means that the platformer engine is useless. Actually using platformer will just make the entire project harder.

    first read the basics, understand the manual. from there you will need to do consider these factors.

    doing the mario rpg movement style will be a larger undertaking as a project than most others. it can be done, but get ready to do some trailblazing because your going to be moving into some seriously frontier territory.

    movement will need to be custom.

    you will need to add 3 new variables. World_X,Y,Z. then translate the world to screen position.

    you might want to create a custom level editor and level loader and not use layouts for levels.

    as for hitting the box. you need to work on a new collision check with objects stored in this 3d world. Either by an array or tree based system.

    yeah, Pearlboy swiming mode would be something of a 2d/3d kind of game that C2 could pull off.

    And you know. It's not like anyone can't develop an obj render in C2. I think some has, it's just not very robust. Someone also I think did a copperlicht 3d plugin. So it shuold be doable.

    Well there are two types of doing 3D.

    A. Full 3D worlds. C2 isn't strong with this due to it's presentation of level editor integration. The level editor system is very 2D and no serious easy to to do 3D.

    B. Which I think can be added easily and has very fantastic benefits for 3D. Are to use 3D objects in place of 2D sprites. no camera roation. but they offer excellent animation, rotation, and provide object angled depth to a 2d world.

    New Super Mario world, GTA China Town Wars....

    heck even then you could probably still do some major hacks to C2 editor and do a 3D environment, but it wouldn't be the strongest.

  • Chilly is for NodeJS. While it would work with a custom plugin. You wont' be able to use it outside of NodeJS. So it's one of those distributed NodeJS games or running on NodeWebkit.

    So raw HTML5 page, webapp, mobile are all of the table.

    "Chilly Framework is a HTML5 game development platform running on Node.js using Connect middleware."

  • Base64 conversion will take images and convert them to a string format to store. And keep in mind that it's not the FILE you need to store. it's the content.

  • I agree with Vee41.

    As a general practice I use myself.

    * Each event sheet get's a Group labels after the event sheet.

    * any variables that I need in the event sheet get put into the group

    * all groups in the event sheet get put into the head group

    * any access to the variable from an external event-sheet will often use a Function.Call("eventgroup.get[VAR]").

    it's really really rare when I find the use of a true GLOBAL required. When I do it will often be a value like "DEBUG_MODE" and similar.

    otherwise I think Darklinki does a good job of explaining the why. However to expand on that.

    C2 uses a self closure. This enforces that it's impossible for the same var name at the room to conflict with any browser's own variable decleration. However the rest is right.

    mindandcode.com/quick-thoughts/why-global-variables-have-slow-performance-in-javascript

    unlike many other languages that use a model of variable to memory address; which is direct. All variables in JS are stored in a table. JS actually traverses the table every time you need to access the variable. As a general rule of thumb for JS. If you need to use a variable data more than twice in any function. Then store the data locally in the function. then use it.

    ie

    A = 24734

    function scope{

       print A + A * A / A

    }

    is bad do the fact A is used outside the scope and JS needs to traverse the data table where A is stored.

    where as

    function scope{

    var b = A;

    print b + b * b / b

    }

    is better because JS won't be traversing the variable scope table for very long. As b is the only variable and ensures quicker execution.

    honestly though the example is so simple it wouldn't matter. But it adds up in heavier math computation needing to be done much mroe often... like graphics :D

  • yikes. I remember once earlier this year. Some 1 to 10 post count individual. ok ok, just a low rep. Came on asking for help. I remember a few people including myself offering a text break down of the events.

    The individual pretty much said we were of no help and asked for a capx. the thing was the request for what he was asking for was very simple. others posted. he said that was of no help and demanded a capx. I think someone finally offered a capx, but the behaviour occurred again until the user just left the site.

    It was terrible. That's pretty much target behaviour I think that the OP is getting at. Questions are awesome as they offer a rethought for older developers to re-examine the situation. sometimes figuring a way to explain something helps define and find new ways to implement.

  • It's more a question of How, not If. Data is data it's up to the designer to implement the model of moving the data.

    You can use AJAX PHP, Photon, Websocket... past that the rest of the implementation on how is in your hands.

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jayderyu

Member since 11 Apr, 2012

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