jayderyu's Recent Forum Activity

  • Awesome :) take it easy on your arm :)

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  • So I spent the day trying to install GameClosure.

    My skills at Posix/Unix/Bash just aren't up to snuff to get a OSX focused set up to work on Windows. However there is another person that is managing it. If they do it I will take a look and try to see if a minimal canvas pass will work.... or someone can beat me to it whenever they want. I'm not exactly quick, infact I'm pretty slow :D

    Barista however is another concern. Barista is a kind of object language that is the model for community extensions. So to create an Extension is to use Barista. This actually adds a lot more overhead to just get access to native tools.

    GameClosure might be good to look at once it has matured a little more and someone has managed to get an easy to Windows functionality. In the mean time I will just keep an eye on it :) unless of course you are a Mac developer :)

  • I'm working on an Ouya game and honestly I'll take any avenue to get descent performance, working controller and the IAP.

    Though Pender, Cordova, this sounds like the city I live in. They run parallel to each other in the downtown core.

  • I think I'm most happy that boxer8 is willing to have wrapper based html games on there system. There was a previous reply to another topic they weren't into supporting Browser games and more inclined to support games that use the ODK.

    I suspect that's because of the IAP is in the ODK. Which is there primary means to of the community and money collection. Browsers don't have access to the ODK. So it looks like Wrapped games are a go. So let's see where this can lead.

    I'm looking into getting GameClosure running on windows. I seem to be hit with a problem using git.bash and chown :( to isntall the GC kit. If GC works I might take up writing a a controller and IAP bindings. As it is now rfisher's PhoneGap plugin is the only route and PhoneGap is terrible on performance. So let's just see :)

    keep the sign in's coming. Again even if your not working on an Ouya game, but will consider it some time in the future please just make a reply letting boxer8 know your are interested :)

  • I'm not sure what's to gain with this over something like CocoonJS. Unless they support WebGL (standards-compliant, and not a custom OpenGL binding), I don't see how it would be faster, or easy to integrate.

    Performance aside and I will admit it might not be faster. The developers say it's an OpenGL graphics context and not art of the standard 2d one. I have no idea what what CocoonJS runs on, but no denying CJS last 1.3 performance gain is really good. So performance aside I don't know which is faster.

    however I think the biggest opportunity isn't the performance gain in comparison to CocoonJS, but instead it's open ability for community extensions. Ludie mentioned an extension manager, but no ETA. This could be months or years. Though I have to admit a plus is that CoJS offers already a lot of features.

    On a final note. If CocoonJS is the defacto use. Why bother with PhoneGap or AppMobi? Which are still in the exports.

  • "We�re only supporting OSX at this time, but we have some success running on Linux and Windows. If you�re using an unsupported platform, make sure the following prerequisites are installed and the symlinks all work, and you may have some luck."

    Promising :) I'm going to tinker a little bit and see if a minimal canvas pass to C2 code would be enough.

  • Well for native.exe Awesimuim was removed in favor of node-webkit which seems to be more succesful and faster.

    Although there aren't any "large" games currently created with C2. That's only because large games require larger development teams and C2 is primarly for smaller developers. However my experience with the engine I feel sure I could create a large game with the staff. There are however robust platformers out there. Check 8-bit Boy.

  • So I have a response from boxer8. They posted a reply asking which wrapper/engines they should look into to contact. I hope it leads to something :)

  • As a reminder when the game is packed to the APK it wont run in Chrome or Dolphin. It will be using Browser(the one that Android by default comes with). So Dolphin and Chrome tests won't show same results. However they do give some insight on a comparitive test.

    Oddly enought I found on my device Browser performs better than Chrome. Go figure

    PS: The screen issue is due to the scale rate integer. The resolution i set the viewport was exactly that of Browser which has 648 height. If the resolution is right it will fill the screen.

    If you could please use Browser to test that would be awesome :)

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  • techcrunch.com/2011/02/17/game-closure-makes-it-a-breeze-to-build-multiplayer-cross-platform-games

    I like this line near the bottom

    "Fellow TechCruncher MG Siegler wrote a post last week on how the overall user experience of native apps far exceeds that of HTML5-based apps. Carter told me that he agrees with this assessment; during initial trials of games running in HTML5 on phones, he found that they �ran 30 times slower than browsers�. However, because HTML5 has a far richer set of tools and optimizations, it was far less complicated to develop those games in HTML5. To address this problem, the GC SDK includes a native (non-browser) implementation of the HTML5 APIs, accelerated for use on mobile devices, so that you can have your cake and eat it too, as they say."

  • hmm, does anyone have some performance samples?

    I checked the site out and tried Kiwi Run on my tablet and wowzer. The game ran smooth. With 3 parallax backrounds, 1 full, 2 apx halves. The play later and speed of render. It all went really smoothly. I tried on my ipodTouch 4g and it played but crashed when I lost. There seems to be some bad memory management going on. Certainly a possibility that this may have CocoonJS performance or better. However without more testing there is no idea.

    I think the best part of this is. Is that since it's open source we can may be able to extend it with more immediate features.

    Honestly right now I'm pessimistic that Scirra will take this opportunity. I went through the devkit code. It has some front end requirements so it's not a drag and drop process. I just get the feeling it's going to be another "not compliant to javascript standards". For one thing it uses an import primitive similar to java. Infact it seems that much of there work was meant to resemble java.

    Here we have an open source wrapper that would only require a minimal over head javascript layer to OpenGL ES. Practically on the cusp to really get into the mobile side of gaming with C2. Check the video, 8000 sprite, that made me sooooo giddy. and I feel it's going to slip by :(

    however the down side of it requiring a mac is a problem. Though i would purchase a cheap used mac just to be able to use this :)

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jayderyu

Member since 11 Apr, 2012

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