jayderyu's Recent Forum Activity

  • There is a plugin that let's you do this. Check that section if you need it. I cant see this being in official support ever. And in the long run hopefully there will overall better ways to create and manage objects.

  • Colloquially Unity 2,3,4,5 are just called Unity. Same goes for UDK which they are on to four. I suspect when Construct get's to 3/4 people will just call it Construct. However C2 exist to separate from C.Classic. That's because C2 is a major engine update from C++ to JS.

    I suspect that internally the exporters are probably de-coupled already. Your post count is 3 so I suspect you have been lurking. But C2 was going to support native Windows first, and a poll people voted HTML. For whatever reason it's only JS. But I will point out that the problem with exporting isn't the exporting. It's that all the Plugins are written in HTML5 JS, and not generic JS. I suspect if the plugins where written in V8 JS and used an abstraction layer for rendering, audio, asset loading so on so forth. Then JS could be compiled to CLI and that could then be compiled to other systems. However since the Plugins are embeded and reliant on HTML Browser features(Browser XML, WebSocket, WebAudio....) that there is just no way to support other platforforms without breaking the one set of plugins flow. Personally I'm up for platform independence, and then let othr programmers do all the other platform exports. But I gave up that request 2 years ago

    I'm pushing for the new IDE to be written in JS for NW.js.

    I'd like the option too for Plugins to be in packages. That way CAPX will also carry the required plugins. So that if your getting a CAPX from another. The plugins put into the CAPX/Plugin folder go with it. We will see.

    I think you missed the JS SDK to write your own plugins. If your talking about writing code in files. I did that. I wrote a behaviour that let's you attach code object/file to an Object. Works 90% great. I just haven't figured out how to get the file to be compiled by the JIT ... I think the files may need manual insertion. I plan to present this plugin to Ashley when it's more feature ready.....

    ....

    though I'm kinda liking the C#/Java compile idea to JS. I can dig that. Heavier types language to reduce errors. That would kinda awesome.

  • As just an update about tool evolution

    Unity 5 is coming out "soon" http://unity3d.com/5

    Unreal is up to 4 https://www.unrealengine.com/unreal-engine-4

    Industry tools evolve and when ever there is a major overhaul of the internals. Then it's usually a version iteration. C2 has some heavy limits for what is a complete development environment. So C3 hopefully will address so limits. If it does, then it would seem Ashley won't go to C4.

    C2 was a great prototype for HTML5 gaming development. And people made fantastic games. Time to release the tiger.

  • Candescence

    Hey thanks for the suggestions. Seems farther down the road of suggestions there is less to put into the document. These suggestions are great, because I get to look at them and think. Can the document suggestions currently support this idea... yes, great just add it as a sample. No... hmmm what does it need.

    As an example

    AI Platforming: You could use the current AI for finding paths and then navigate them yourself. however I find that the A* used as it is now; Is more for object avoidance. Where as platforming AI would be based on following a predefined path. I wrote a NodePath for this reason. However and this is the important part. I found when I wanted to make it a Behaviour. I had a serious lack of visual tools. Such as being able to create the visual pathing in the level. So right now it's kinda a hit/miss. Can it be made. yes, can it be made easy for people to use. No

    Object Picking and Prefabs

    Yep. Same problem. I put it in the architect list that Objects can be referenced directly, saved and used later rather than having to pick every time. Even lucid posted about more granular SOL picking. I also added prefabs to the doc.

    However. Unity2d system does not use Object Hiearchy as part of layering. Unity 3d did as a model of forced 2d. However the "new" SpriteRenderer class has sprite sort level which now handles that. So it doesn't matter where SpriteRenderer is in the object heirarch anymore. It's sort level.

    As for child dummies. I added a SceneGraph Object to base where most extra features of SceneGraph are all based on behaviours rather than being their own plugin. That way you enhance a GameObject with Sprite Render rather than everything being there own object.

  • It can, but I found most new users jump in expecting good performance. While C2 has good performance, you need to be more technically minded and be diligent in your games design.

    Fewer sprite types(ie, 1 sprite for all gui, 1 sprite for all bad guys, 1 sprite for all weapon fire)

    no dom(Text object, Lists) only use SpriteFont for text

    Reuse code by way of functions

    Mobile is not Desktop. An intensive Desktop game will not run on mobile. Dragon Age Inquisition will not run on iPad3.You may be working in 2d, but that doesn't change game logic.

    C2 easy to use Event Sheets are going to be slower than manually programming.

  • I'm going to be blunt. The answer is. You can make any game you want. However the effort is different. Some people don't realize the effort even with awesome tools is a lot.

    1. Yes.

    3. No, but WebSocket does work. So as long as your not making the next Street Fighter or FPS. Your fine. TCP is fine for realtime.

    4. Steam and Wii U won't allow other party IAP. But you can put IAP on all theose platforms.

  • I suspect the C3 webstite will just hold the news, but as noted in the browser address bar. The primary website is Scirra. So C3 will be a intro page, but once through the intro you will get directed to Scirra.

  • lucid

    Thanks for the wonderful write up. I added it to the document. Either as new features or to just re-inforce why certain featured. Very well written. Thanks

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  • In the end I would like to see 2.5d

    Play in a standard 2d engine, but have 3d "Sprites" for players or a few objects. but that's me. and honestly nothing stopping the engine now from 2.5d. Except that there are no easy tools

  • Sorry James. PlayMaker is not similar to Event Sheets. However PM is a Visual Programming Language. Mostly PM is about creating Objective State machines and Actions.

    You create a block, the block controls a line or group of lines that do something tot he object the PM Code is attached to. You create many of these blocks. Then connect these blocks with Triggers, these connections are visual so you can see lines. Define the triggers similar to a Conditional Event.

    I like PlayMaker as a State Machine, but I find visual tree's hard to organize for complicated objects.

    However. I know people want 3D. And while I don't think Scirra should develop 3D. Making sure that C3 could suport 3D in some form is a good idea. So in that end I'm building a request list. not for feature such as 3d, but for features that if someone wanted to do 3D such as QuaziGNRLnose. Should be able to so, and have the edit time features. I'm not saying Ashley will do anything on the list, but can't hurt. And maybe there will be some inspiration.

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  • newt

    I like that suggestion. That's one of things about IDE control that I would like non Scirra developers able to do. IDE plugins.

    Animmaniac, shinkan

    We are soooo much on the same page. Much of the document that I'm writing is trying to tackle those issues. Not in a way that Ashley needs to re-write everything. but in a core way that those requests can be done. Either by Ashley or someone else.

    I have SceneGraph Object to be minimalist for such a use, and Behaviour drawing so that Sprite rendering can be done from a behaviour. I also listed behaviours and plugins to be able to draw and manipulate widgets.... so yeah. I think we are soooo much on the same page. However I can put most if not all in either as sample use or engine feature that I have overlooked. I also added Quadtree collision and Circle and Box collision objects.

    Great list, some covered. but good examples. Some need to be written up as they own section. Some are harder and I think will be added to a Wishlist. I would love Editime operations in a field, but I don't even see that in Unity . However I do see that in JavaFX.

    Keep them coming and please feel free to edit the document if any of you feel any part can be written better. I know I sure take no pride in my grammar.

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jayderyu

Member since 11 Apr, 2012

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