jayderyu's Recent Forum Activity

  • I do partially agree with your point , but let's put this into some more context. Some of your samples don't seem to meet the point of your complaint. There might be some missing information or expectations from C2.

    Infinity Blade(haven't played 2) does not have destructible terrain. Injustice doesn't have breakable terrain, it has pre broken terrain that's influenced by physics. Ie the object is hit, then replaced with broken parts.

    Also Physics on 2D games are only 2 Dimensional Vectors where as a 3D game is in 3 dimensional vectors; not 320<font size="1">2</font>. It also should be noted very importantly. That Physics engines do not naturally destructible environments. Objects don't break in a physics engine. however, some engines are including this feature as Havok does; this is an exception not the rule.

    However, these games provide fantastic experiences because these games have very two important factors.

    A. They both have a multi million dollar budget

    B. They both are developed using a written coding language like C++/Object C. Neither of those games samples or Fruit Ninja use a game tool kit like C2, Game Salad, GMS, MMF.

    Fruit Ninja however, is the closest example and this is a good one to actually discuss. It works on a 2d plane. So let's break down this game instead, because this game represents destructible ability.

    Fruit Ninja has a destructible object, but let's understand how they achieve this.

    Fruit Ninja is a code written game. FN is not created with a VPL Game kit. The programmers of Fruit Ninja have the ability to directly access the image by was of a Canvas. The programmers then only need to check the point of touch collision, angle of drag. Using those to factors they can create a line through the Canvas object. The programmers then create 2 canvas images, copy the the two parts including the overlap. Then create a transparent area to make it look like it was cut. This is how FN achieves the effect. This has zero to do with physics, though you can use physics.

    The programmers who made FN understand trigonometry and image manipulation. They didn't rely on the tool api to do it for them. Why because the API can't do it.

    Sample

    Now taking this all into account. Can you do Fruit Ninja in C2. yes. Go get RojoHounds Canvas and another person plugin that will allow for direct vector manipulation. Understand trigonometry and go forth and create. C2 doesn't create the game for you. You still need to create the game.

    There are no limitations to C2 2D game development. If you have the Time, Money and Talent. However, let's be honest. most if not all of us here. Are not multi million dollar budget companies. Most of us our either solo or small teams at best.

    I will however mention this. C2 implementation of Box2D is very very shallow. So, if you need better Box2D physics. Then you can still get it. It's easy. Open up your programming tool kit and write a new Physics behavior :)

  • ummm. wow.

    The correct line is

    "Just be sure to not loop functions each tick ... or you'll get Javascript errors ;)"

    edit: LOL the article writer a reply while I was typing mine :D

    so never mind :D

  • Actualy for 2. Canvas uses amount of pixels drawn over space. Ashley suggests not rendering more than screen size x 4. I would suggest closer to 3 my self. So even a stretched small image will still increase the the space drawn.

    WebGL however has performance based on the number of DrawCalls. So when CJS comes out with WebGl we can get better performance. Memory will still be important.

    CJS should have IAP with Apple now. however, I haven't heard of any integration with C2 as of yet.

  • cacotigon

    le sigh. this is C2 weakest part. The fact that events are not bound to an object. I know in standard programming for objects. They all have there own functions. oh well :P we will work around it :)

  • I think if some one managed to release a game that went main stream. That would really boom the community. However, as usually designers are a greedy lot that need to work on THEIR MASTER PIECE.... of course that includes me :D

  • It's amazing how much those modules make a difference. I'm working on an Ouya game. I have no way to effectivly distritbute the Ouya game as I'm waiting on Ludie CocoonJS to support it; alternativly I will be writing in Java to Psema4 wrapper or the same to use Pender Android and even GameClosure.

    However Game Maker + Android export. Works. There is a team in the GMS fans that because they have access to low level language such as C++(Android Native) managed to get GMS games working on Ouya.

    So unfortunately is C2 better than GMS. Depends on your needs.

    If you want a HTML5 web game. Nothing is going to beat C2.

    If you want a game kit that produce truly universal deployment. It's not C2.

    I love C2, but if I knew more about the depth and limitations of C2 for mobile. I would have likely purchased GMS. that was however a year ago. Today, I'm pretty committed to C2. If I had a GMS Pro license, I would have a lot more tools at my disposal.

    However, I do prefer C2 workflow and code creation more than GMS.

    To counter that. GMS has a far superior object oriented event system.

    If I had the money. I would pay the cost for GMS Pro, but I won't buy it individually. buying GMS as a whole is 500, buying it in parts is closer to 800. :(

  • There are a few dips here and there on responses, but over all it's good.

    Unfortunately not at this time. C2 is still relatively small compared Blender and Unity. There are a few threads that are a show off of projects.

    The closest that there is, is the Scirra Arcade.

  • > I'm not sure why you would recommend using unity for an rpg instead of c2? I can tell you from experience c2 is entirely capable of making them. I've also read quite a few people talking about how unity can be a bit hard to work with for 2d.

    Well, for a "modern" RPG, I think most people are expecting either a 3D or a 2.5 engine to bring it to life, and would also appreciate higher quality graphics.

    I don't think you could do a Torment: Tides of Numenera or Project Eternity in C2. Both of them, who could have used any engine available, chose Unity for their quasi-indie-yet-AAA RPGs.

    Of course C2 can't do 3d gaming. It's not meant. These companies chose unity because the community and support is phenominal. As much as people still use Windows for use.

    Baldurs Gate Enhanced Edition

    2D rpg brawler like Shadows over Mystara

    However, I would love to see a game like this which C2 can do

    Subscribe to Construct videos now

    What's really holding back C2 from big games isn't the tools. it's that there are no development teams that can dedicate the time and resources. Even the kickstarter C2 projects are usually only 1 or 2 people and the goal isn't that much.

    There was Quantum Flux that had a target goal of $2000. Really, this is tiny for game dev. Maybe 10k, but then would have people funded the project. Without some really excellent sales pitch and a strong name. C2 projects won't see high levels of funding.

    So with no large funding projects. C2 is going take a long time before it sees that big iconic game.

  • Not me, but True Valhalla is absolutely some one who you want to try and talk to.

    truevalhalla.com/blog

    he comes to Scirra and Game Maker forums, but I suggest contacting him through his blog :)

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  • We also have a series of wonderful tutorials that are ever growing. :)

    Ashley's basic tutorial. Start here :)

    Another tutorial that does different stick variatios :)

  • can't you do

    On Collision Monster with Monster

    -- Compare Two Values( Monster(0).X > Monster(1).X )

  • On top of that, c2 does an utter ton of stuff for you that otherwise you'd have to code on your own. I've heard it again and again when people ask what tool to use to make their game: "do you want to make games, or engines?" People who use raw code often end up working for ages on the underlying engine and tools before they can even get to starting work on the game itself. Many people don't get past the first step at all because they realize that the engine they've written is clumsy and they go back to fix it, or by the time they're done the industry has advanced and what they're doing is obsolete - getting stuck working on the engine and not the game.

    This, this, this this this. This is me for the last decade when it comes to programming anything. I decided to take a 2 year hiatus from coding. I only came back because of C2.

    Since using this. I have a handful of prototypes. One finished game which needs WebGL on CJS before it will run well enough. This game is all about massive number of objects :D so i need the webgl performance :P

    I'm also working on an Ouya game that is hitting the 80% mark. it's great. C2 is great. I love C2 :) even when I have complaints. I complain because I love :D

    I have a 2D Online fighting game in the planning. It's going to be big. I also have some RPG ideas.

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jayderyu

Member since 11 Apr, 2012

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