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  • also open.commonly.cc

    You should also go through the Tools and Resources section along with the Help Wanted. Both I have seen composers offer there current music for free, but on occasion will offer a new piece.

    good luck

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  • I love the Leap, I also love Sixsense, and a major proponent for Kinect and the Wiiremote. And the overal impression I get from most(not all). is that if the controller doesn't work like the 360 controller. Then there is a sorta meh attitude :( If it's popular enough it will get support, but otherwise don't expect to much.

    However, there is still very strong support for alternative input methods among them Ashley seems to be one of them :) So who knows maybe the Leap someday. but it also comes down to market penetration. If Leap the company managed to pack the technology into the base of laptops and packaged with computers. Then that would make huge difference.

  • Whiteclaws

    Well good journies. I hope you enjoy Java. I have used Java for years. I love Java programming language and it's still me favourite.

    However, after having used it. I find that having far more tools that I get with C2 to be far more useful that just a language.

  • jayderyu: actually, your statement about the PC market not being robust for fighting games has to be tempered by the fact that there aren't so many fighting games available for PCs.

    You are absolutely right. PC have never been considered a viable platform for Fighters. In the long run It seems due to lack of having Fighters there doesn't seem to be a large user base for them. However, a good game made even in a genre that doesn't seem popular can do really well and possibly improve the market. So who knows what the current Fighter market could have been, but then again the market would be far more tapped. Personally I think a fighter done right for the PC market could be very popular, but I also believe the controls designed around arcade sticks and VG Console pads don't work so well which could be one of the defining barriers. i have not admit the experience of a fighter with a Keyboard and Mouse isn't that good :|

    For the longest time, the main "viable" one was MUGEN which wasn't really legal ^^

    MUGEN the software is legal. use of sprite rips I believe is legal for PERSONAL USE. So distribution of said sprites is not legal :\ which pretty much is the big legal factor.

    I'm not sure C2, ATM, is the best platform to develop one though (the previous network issues mentioned will require some strong technical work, I'm also not sure you can plug an arcade stick atm (at least mine doesn't seem to work last time I checked a few months ago) which will be kind of a barrier for FGC).

    I think C2 can be a fine platform. As for the controller the game could just be made to take advantage of a K&M controls rather than map out controllers.

    As the mentioned network is going to be a problem. Nodewebkit supports UDP. So maybe that's a route with Photon.

    To get back to the game itself, there is still a big lack of informations to see if it is a viable project, yet I'm looking forward the next posts to see how it goes.

    Agreed I would love to see a flagship C2 Fighters game :P

  • lucid

    anyword with the comparison for SOL. Has it been solved. it's not an often or always thing. I get it occuring with different situations.

    spriterobject.owner >= 1 there are 4 listed 0 to 3

    -- spriterobject destroy

    0, 2, 3 are destroyed, but 1 is still there and 0 is destroyed which shouldn't happen at all. I suspect this has to do witha Container problem. and of course there was the one that I sent in the CAPX where it was an increment of 1 that was removed.

  • LegendaryRyu00

    brashmonkey.com/spriter.htm

    Good luck with that. I wish you and you team all the best :)

  • HeroBiX

    While I can't dedicate work like hours to another project I can slip some time and help in another. Of course I can't draw for the life of me, but I can help with C2 and if you team has some troubles getting together I can help out.

  • Hey lucid any chance that a new plugin update with Character maps will be coming out soon?

  • I LOVE Fighting games. ok though to be fair I don't have the time to play them as much.

    SF2 New Challangers, SFA 1 and 2, SF3 and SF4 are my Favorite Capcom.

    I love Guilty Gear..... drooooool on the linking system. If I drooled anymore I think I would get kicked off the site :D. I've played a lot of the others MK, KoF, Samurai Showdown, Karateka(yes the original Figher), Gladiator, Smash Brothers series, Play Station All Stars, some I can't even remember the name of, Marvel Vs (capcom, Tatsunoku?), X-Men, SF vs X-Men. Clash of Champions and whetever else I'm missing. Though ihaven't played SkullGirls, blueblaze and persona4. I've been staying a way from Fighters these days do to my addiction to fighters :D and there odds to destroy my family :D

    Though to be honest I like the Team Fighter a lot less. I play the Vs series, but I don't like them that much. It would be nice to play an optional 1 Character mode.

    Anyways. Your website indicates this is a community of gamers making 0 budget game. ie no pay until the game is out and selling. But your limited tot he PC market. Which isn't really the most robust market for fighting games.

    Also your being way to ambitious to launch with 20 characters. You should launch with 12, offer free up to 20 as they are developed then charge for more past that.

    Keep in mind that the original SF only had 1 Playable Character, where as the rest had very limited moves to make them not playable. SF2 let you only play 8 Characters. then unlocked the bosses later for 12. Then only in SF2:NC did they offer 4 more for a roster of 16.

    So I really suggest you offer 4 with an early access to test the waters. Launch with 8 for a Beta. 10 to 12 for a release version. release 2 at a time while continuing development up to 20. Then start charging DLC.

    ok as for Online. This needs to be ironed out from day 1. If you don't build this into the game engine from the start. Don't do it at all. Also since your using C2 programmers you using C2. Wich means you need to consider what C2 can do for networking and your own needs and I'm going to lay them flat.

    1. For online action fighters(like all listed in the OP) you NEED UDP based communications. Right now the only way to do that is to use NodeWebkit. This means it's PC only game and likely will never recieve a C2 to Wrapper Console port for years to come.

    2. C2 does not have a robust networking api right now. Who ever you get is going to be putting a lot of work into both the game and building the networking plugin.

    and finally you mentioned something about already having an investor?

  • Sushin

    R0j0 canvas is the primary and best way to handle long term decals. However, it must be noted that each canvas is it's own memory object. If your not going to be sharing the canvas(which wuold void the point o share) then you can eat through memory FAST if you have many canvases. However if you game play environment is small and you don't need many. Then yeah. create a few canvases. use them as a decal layer and go nuts :D However if you have LARGE worlds or need many movie decal objects then try to follow the crazy mess below.

    Your best bet is to go the original route to decals of using a sprite. Identify each each decal with an incrementing number when created.

    As the game runs watch for when you drop below 30FPS. When you do destroy one decal on the screen with the lowest number.

    Alternativly you can also give each decal a PRIORITY value. And instead of destroy. you can do a

    Group: Level_Of_Decal

    var static LOD = 0     (level of decal)

    FPS < 30

    ----DECAL ON SCREEN AND DECAL IS VISIBLE

    ------ DECAL = LOWEST PRIORITY

    --------- Repeat DECAL.count * (LOD + 0.25) deactivate 25%

    --------- DECAL.setVisible to invisible

    ------ DECAL = MEDIUM PRIORITY

    --------- Repeat DECAL.count * (LOD + 0.10)

    --------- DECAL.setVisible to invisible

    ------ DECAL = HIGHEST PRIORITY

    --------- Repeat DECAL.count * (LOD + 0.05)

    --------- DECAL.setVisible to invisible

    ---- LOD = LOD + 0.1   increments a removal of 10% of base objects

    FPS > 35

    ----DECAL ON SCREEN AND DECAL IS INVISIBLE

    ------ DECAL = LOWEST PRIORITY

    --------- Repeat DECAL.count * 0.1 reactivate at 10% per

    --------- DECAL.setVisible to visible

    --------- if FPS > 15 then Action Decal Destroy(TOO MUCH TO HANDLE)

    ------ DECAL = MEDIUM PRIORITY

    --------- Repeat DECAL.count * 0.2 reactivate at 20% per

    --------- DECAL.setVisible to invisible

    ------ DECAL = HIGHEST PRIORITY

    --------- Repeat DECAL.count * 0.5 reactivate at 50% per

    --------- DECAL.setVisible to invisible

    This runs under both FPS Conditions

    -- Group Deactivate: Level_of_Decal

    -- wait 1 second

    -- Group Activate: Level_of_Decal

    Using a Level of Detail model you can probably go nuts and then let the engine sort itself out. This is what i would suggest. However the above is a quick dirty hack abstraction. You will need to sort out the details.

    Also as an update and it get's missed a lot.

    Physics in C2 uses Box2D. Physics in C2 is outside of Scirra's hands. Physics for Box2D is noted to run on Binary compiliation and CPU speed. Now physics can used Fixed time step wich will produce reliable repeatable results across same FPS machines.

    However

    A) I don't believe Physics in C2 doesn't uses a Fixed time step. So it's never going to be stable across different powered computers.( I could be wrong)

    B) And I know for 100% that Physics doesn't used Fixed Networking time step which would allow for physics to be stable across ALL processing frame rates, CPU's clocked systems.

    C) There is no way to fix C2 Physics as it's a straight jacket, cuffed, 6 point restraint, and padded room version of Box2d.

  • themachine

    I was having some troubles figuring out how do use this. So I will go over the best way that I figured CallJS pecularities. I wanted the real time clock for my game so it was a bit of effort :D

    Browser.CallJS("

    var data = [process your data here];

    data;

    ")

    1. Create a var to hold your processed data.

    2. process your data in JS as you normally would

    3. present the data variable by itself on it's own line.

    anyways. if i'm wrong post what your trying to process and I'll see if i can help sort it out :D

  • On Desktop and WebGL engabled mobile devices then NO.

    If on Mobile devices where WebGL is not enabled. Then too many memory objects will cause problems.

    If the layouts reuse many of memory objects and your all good. Then no.

    So overall no. The number of layout should not have any impact on performance.

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jayderyu

Member since 11 Apr, 2012

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