jayderyu's Recent Forum Activity

  • I have a question, you want the game under name X(HolyHell), but then who owns the IP? The game designer in question or HolyHell(you)?

    I think it's a fine idea, but I'm not one to give up ownership of my IP.

    I'm not an artist or composer, just a programmer.

  • Just make sure the plugin you end up using is already stable and productions ready for you needs. Some plugins are still in early development and may have quirks. Otherwise plugins are fine :)

  • I'm likely to have very different views than the norm on this subject. So take with a grain of salt.

    1. In your own words, what is an ?indie? game?

    No such thing. While the word "indie" is for independent(noted below). This I feel is a belittling reference. In context of language labelling any game/movie as indie is inappropriate. We don't for example call our local farmers, indie farmers, or local dairy as indie dairy. Though they "run" independently. So I don't believe any game is an indie game. Small developer game sure, but not indie. Technically even Electronic Arts at the the top is independent of any other organization.

    2. Why do you think independent game developers join internet forums?

    Inspiration, support, ideas, assisting the community.

    3. Why do you think independent game developers leave internet forums?

    jerks, and people who have closed minds, kicked out.

    4. What are, in your opinion, the key limitations and benefits in regards to forum activity?

    non really. I at this time don't feel of any key limits.

    5. How do you think life in the forums affects the following ethical considerations: privacy and anonymity, intellectual property, people and machines, and digital citizenship? (Check the link below for descriptions on the preceding ethical considerations)

    the internet has removed privacy.

    the internet as removed anonymity

    as for IP, if you share there is far less IP, but get in return feedback

  • Yeah. I agree with Aphrodite. It's not about the quality of the images, but how much you cut them into chunks and not overloading the system ram.

    If you abide by those guides. CC and C2 shuold be fine. If you break those guides. There isn't a game engine in the world that will cope. it's all about the tricks :)

    So if you want some suggestions. How about showing some of the image assets your using. Specifically the bigger and biggest ones. An average object count, how many objects on screen and how much many objects are trying to collide with each other.

  • Well, warmenhoven released a server to me. however, it's not near ready for use yet. It is operating with the horizontal scaling, redis storage and session objects. It also allows for both a Node(C2 app) and a Client(C2 app) can connect, but as it is now. the rest is only a unit testing and no way up for even feedback release.

    However, the catch is the server is over a month old, and warmenhoven is a contract worker. So I haven't had any updates from him in that time. Sent a few emails, some were answered some werent. So Ic an't say anything in regards to an estimate. My own estimation time I've had to put on hold. I really can't predict his availability of when he can work on the server. For warmenhoven this is just a side thing so when work and life comes up Bubble has a low priority :|

    I've thought about hacking together a quick server so I/We can start getting some definitions and input on how C2 developers would like to use it. But last time I did that he popped a server on me and then it was... eh i suppose I don't need too :D

    So for now I can`t say when he will pass on the next server. But when he does I will be sure to prep the api and see if it`s working enough for C2 developers to start getting there hands on.

    I appreciate the continued interest.

  • Using platform behavour then doing arial stuff is easy. The hardest part of using C2 is coming from any other language. once a mind set is in place to code or use other tools. Then C2 is a culture shock. Once you pick it up with a few experiments. Then C2 just fly's by and is incredibly easy. There is a few little niggle bits, but overall it's really fast.

    in C2 if you wanted to do arial moves you just need to set an Event

    Player.OnGround

    Once While True

    -- turn on the OnGround Control Group

    -- turn off Air Control Group

    -- modifiert player.platform values

    Player.OnGroun NOT

    Once While True

    -- turn on Air Control Group

    -- turn off Ground Control Group

    -- modify player.platform values

    and it's all down hill and easy. I used a platform behaviour to simulate Joust like flight mechanics for a platformer. It was pretty easy :)

    air attacks, air dashes, double, tripple, space jumps, air retreat, airial dodge flips... easy peasy. Wall runs, backboard wall runs, back board wall runs to leaps and more backboard wall running(Mirror's Edge for IOS :D ).. eaaaasy.

    making it look good with animation however... eh you need to be able to do good art. the OP can... i can't :D

    If I had the artistic talent i could probably get a core engine for a Metroidvania in an hour :D

    I love C2 :D

    So when is Ghost Song coming out in full release. Demo's of early builds are painful when you get excited :)

    However, as to the answer "should you switch" probably not. once you commit a lot of work. Sometimes it's just easier to finish once you hit the half way point.

  • Collision tree's tend to work really well. I don't know why C2 doesn't use a Binary or Quad tree. C2 uses a Bruteforce model of comparing everything. Some had previously linked to a js api that used quadtree, but no one has done a behaviour plugin as of yet. Maybe at some point.

  • I don't think so. I know Scirra was talking about letting some plugins to be used on the arcade, but I haven't heard of that going through yet.

    Here is the tutorial, and Ashley is good at keeping these updated.

    scirra.com/tutorials/82/uploading-to-the-scirra-arcade

    So at this time I believe the answer is no.

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  • Theoreticlly if your using delta time(which the behaviours do) there should be no difference. However, another person was able to prove that wasn't the case. I don't know the current situation as that was months ago. Personally I think this is a massive problem if that problem wasn't fixed.

    My suggestion is to create a Unit test for jumping, and height measurement(it jump.y, jump.peak)on both your iPod4 and iPad2. If they have the same jump peak then no worries.

  • Pode, how is the plugin coming along. Does it meet the outlined specification yet?

    Also does the plugin build on top of other tools like canvg or is it your own?

  • It looks like Hero's vs Monsters uses sprites for the objects, and tweening engine to handle animations.

    C2 has the third party program of Spriter(HERE) to do this.

    The only game that I can think of that uses Vector in gameplay is Mark of the Ninja. But that's not on mobile. I suspect SVG would be fine for C2 as a Desktop environment only, but who knows. Maybe knowing the limitation and using tricks we could use SVG fine :)

  • Of course, the logistics of this whole thing are going to be interesting, to say the least. I'm assuming that testing a C2-made Wii U would require a dev kit, which, unfortunately, can be somewhat expensive, though I imagine there might be ways around that, considering the type of stuff we're working with. Actually providing dev kit functionality to normal Wii Us runs the risk of exposing exploits for hackers, which Nintendo does not want, though I am personally a supporter of the homebrew scene.

    Still, I really do hope we'll be able to test C2 games without having to get a dev kit just to do it.

    That is unfortunately not going to happen. While I believe in the noble ideals of homebrew, and will no more mention hackers. Scirra is legal liable company. They will not have any support for to run Nintendo Webframe work without the developer(you and me) having proper developer run time. As WiiU is a closed runtime system without the Devkit there is no way we will be able to test without it.

    The only way to test without it, would be a WiiU Nintendo WebFramework Wrapper. ie what CocoonJS is and then have server base launching. As Scirra does not write wrappers; odds are we are going to have to go through the legal channels.

    I could be wrong on all counts, but this is the perspective I see it as. I also suspect Scirra as of the contractual signing will have to be far more tiptoeing about what they can talk about and not.

    I'm hoping to hear some awesome news from Scirra soon on the subject and where it is all going :)

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jayderyu

Member since 11 Apr, 2012

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