jayderyu's Recent Forum Activity

  • To Ashley. I know it's part of the limitation of the engine, but it's more frustrating to use. Especially when designing I want to create object linking.

    Currently I do

    create object

    wait 0.02

    uid = object.uid

    this so far works. but feels sloppy :(

  • hmm. iPad 3 huh. Well I know in the Ouya tests someone managed to get 5000 sprites. That's on a Tegra 3. youtube.com/watch

    You are right. There is more overhead. I suspect the test is just a simple brute force object moving. There is no game code overhead. I noticed your cjs tests are slower. Maybe because the js is not running on a more efficient JIT. I hear nitro does a good job to improve script performance.

  • well as an update. I managed to get an Android compile. There was a lot to go over to get it working on Windows. until they get there Windows scripts going I don't think I could suggest it. The number of hacks are a lot. But I managed it. This includes working with GC and the Android.

    Unfortunatly the apk program didn't quite work. it compiled and ran, but stuck on the GameClosure splash screen. I figured I would let it drop for now and focus on my game. Then once that was done come back to GC and figure it out :D

    I saw the 8000 sprites. It will be impossible for C2 to get those results. C2 is designed around Canvas Rendering. Where as those 8000 sprites are designed around efficient OpenGL rendering. To take advantage of that Rendering performance I suspect that it would require using the the natural GameClosure Game api in OpenGL layer. That would require an entire new language exporter.

    Even if we were to get a C2 WebGL/Layer to get access to the OpenGL canvas that GC provides. I suspect because C2 doesn't work on efficient GL texture and draw call bundling that gives OpenGL it's performance edge. I could be wrong on C2 I don't know how it works. it's just an impression as I'm pretty sure Canvas2D performance design is not the same as OpenGL performance design. again I could be wrong. However it doesn't mean we won't see a large performance increase if it were to work :)

    and the benefit of performance AND extendibility is a win in my books. but let's just see where it goes :)

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  • Well spawning within a irregular shape is different than a circle.

    for circle

    x = (cos(random(0,1)) * radius) + position

    y = (sin(random(0,1)) * radius) + position

    for an irregular shape

    uses boxes. randomly spawn based on the box. put the boxes in whatever shape you want. # = spawn box, O = no spawn box but open space

    #O#

    ###

    OO#

    That would be an irregular shape if the players can't see the spawn boxes :D

  • I made a suggestion a month or two a go that the PIN behaviour should be based around a scene graph design. I should bump that.

    I also think that container should be based around a scenegraph rather than how it's currently setup. I think I might start a new suggestion feature. I also don't like how containers can't reuse sprites for other containers :(

    I agree though a proper parent child model with the ability to   getParentUID would be awesome

  • Ghost Trick is an amazing game.

    Well if the Ouya IAP is working for HTML5 when that's ready I plan to use that. In the mean time I plan to use Clay.io. Neither of which requires my own server.

    sogen

    You have a very hard stance on your opinions. How about sharing your personal business experiences. You believe that C2 should kill the free version, but didn't back up the thought behind it when requested. So I would like to know what your reasoning is that IAP, Demo.... are not a worth while direction. Have you had previous games that say differently?

  • As I understand

    ad revenue works once you have a large number of games that relink to other games. Often the truly free games are only commercials to games with other revenue models and to raise awareness of your company.

    IAP is my favourite. It get's people into the game(especially if you have comercial games). Though the model of what IAP items are can very from rip off to well designed.

    I plan to target to IAP with ads. Ads are removed for a cost :P and then depends on my game. As an example

    Draoust IAP

    0.99 - remove ads

    0.99 - 4 player access

    0.99 - Puzzle mode

    or something like that

    then my next project is a Fighting game(that's the current plan). Where the IAP covers

    4.99 - 1 extra character

    0.99 - 1 Piece of appearance(hair style, chest piece, leg piece)

    no pay to win items

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  • My solutions

    Embed the "every X seconds" into a group.

    Enable when cast spell

    Disable when mana is 100%

  • If you sit down to write you code with a pen and paper, I find the best method is to work with 'states'.

    This is because C2 runs events every tick you need to know what state the program is in at any one time. It just simplifies the workflow.

    I create global static variables with each possible state and a global variable containing the current state. I also use states for individual objects.

    So instead of activating/deactivating groups use states in my opinion.

    Otherwise all the comments above sound good.

    Having an outline on paper is certainly a good idea. Some of my best code is done in psuedo code first.

    As for global state variables. I disagree.

    * you can potentially clutter up the global variable space.

    * the state is checked every tick.

    Personally a model I'm working with is this as a design scope. Which is why i disagree with the idea of global variable based states. This is just a sample and not a literal. By enable and disable group. I am enabling and disabling the groups of functions that can be bound to a state. Where as if I'm working with state checking; the design would require an added level of that state check. This way there is no state check. it's just doing.

    every tick

    -> PLAYER.EVERYTICK

    button pressed

    -> PLAYER.ATTACK

    ----------------------------

    Ground Group

    On Function - PLAYER.ATTACK

    On Function - PLAYER.EVERYTICK

    ----------------------------

    Air Group

    On Function - PLAYER.ATTACK

    On Function - PLAYER.EVERTICk

    ----------------------------

  • Good luck on this. I donated on this fine looking game :) good luck

  • guero, go over Winks suggestion along with gamegamegame. They have given the right solution direction to fix your problem. It could be me, but I think your inferring the wrong context of their suggestion due to a language barrier.

    Wink suggestion has nothing to with platforms or landscape. It's a guide to just handling any screen size resolution. The help is now there it's time to do your part :) good luck :)

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jayderyu

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