jayderyu's Recent Forum Activity

  • On the Objects edit panel(left side) there is a set of tools called effects; and one of them being "blend mode"... you can try one of those. To be honest I have a blind spot for anything dealing with colour mixing :( but I hope there is a feature in there like "additive" that can help you :)

    I only reply as it might help and it looks like it has been a few hours :D GL

  • lol, I remember asking for this. I remember others asking for this and me voting for it.

    I really would seriously love to set the fps limit lower so that the dt is more accurate to fps limit; and that I can have more logic time without impacting the fps.

    Hopefully this would fix the internal dt math for various behaviours.

  • I see no reason that C2 couldn't make full scale PC games. If you really wanted too make a game like Mark of the Ninja; that should be doable. The difference is that some game developers have the money, time and team to really put together some AAA stuff. Where as it seems if your using C2/GMS/MMF.... your a smaller team if not mostly solo.

  • Thanks Konidias I have been feeling this way for the last month. The article post you copy/paste was also the selling sentiment for me to go C2.

    I think offering a model for native export is the best path, but I am firm another solution could be managed very well. The beauty of JS is that it's an overidable library. Also native wrapping is a great opportunity... I will go further on this in just a bit.

    The problem it seems is that Canvas is software pasting into the browser. Canvas2D is GPU accelerated pasting and memory management of the buffers and pasting into the browser.

    WebGL is acceleration mathematical rendering of objects and commands. Games by default now are using some for of GPU rending acceleration which Canvas2D doesn't seem to do. either very poorly or not at all and would be the valid explanation why there are no WebGL effects.

    going back a paragraph what seems to be the inherit problem is the piggy backing on Apple/Google/thirdparty software CocoonJS/DirectCanvas. These groups inexplicable aren't pushing WebGL. Though at CocoonJS it's on the todo list so I'm hoping sooner that later.

    youtube.com/watch

    What is that. That's a modified form of Ejecta where the WebGL commands are rebound to OpenGL ES. This is what boggles me. Why hasn't anyone just build a bridge between WebGL to OpenGL. Especially CocoonJS that has graphical performance intentions.

    oh well. Once I finish my current game for the Ouya( performance concerns) I'm going to tinker with the possibilities of doing an Android version of EjectaGL concept. building a bridge between OpenGL canvas and WebGl with the intention of converting C2 export. I have no idea if it's doable or the difficulty but I'm curious.

    For me. I would be happy to manage 100 objects running at 60fps on a Tegra 2. I find it painful that I can only manage 20 objects at 20fps :( not that i solved some of my devices problems.

    Anyways as someone mentioned CocoonJS is coming out with an update soon. So maybe it will come with something nice. Like WebGL? :) I remain hopeful and I know in the long run C2 has a very long future. But right now...

  • WebGL support is improving over time, but the situation right now is:

    Android: Firefox supports WebGL, but due to a bug (which will be fixed) it's pretty slow. Chrome beta supports enabling WebGL via chrome://flags, which in my testing works great, very promising. Hopefully will be eventually enabled by default in the stable Chrome.

    iOS: supports WebGL, but is disabled. Hopefully Apple will eventually enable it.

    Firefox OS and BB10 both have good support for WebGL as well, I believe. Windows Phone 8 doesn't and may not for a long time, because MS are against WebGL (it competes with DirectX).

    Unfortunatally none of these suggested are available to UIWebView as part of the android Webkit :( that means these browsers don't count for compiled into a native app package :(

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  • have you tried Mouse.AbsoluteX/Y

  • Soudns like it could be a usefull feature here and there. In the mean time no promises you can see if

    scirra.com/forum/plugin-canvas_topic46006.html

    may have something usuable. I haven't used this much. But it seems to have a lot of features dealign with raw image data

  • There are two ways to do this.

    An Eventsheet covered with with Function Calls that lead to

    On Function Call foo

    do action

    wait(x)

    do action

    wait(x)

    do action

    Wait(x)

    so on and so on

    The other is to use the Timeline plugin scirra.com/forum/plugin-timeline_topic46150.html

    never used it myself, so I can't be of anymore help about it.

  • Touch ForId is what your looking for. Anything is impossible to product capable multi touch in a long term control manner.

    the problem with index is that index is 0 based. meaning that the touches that go down and released in order stay in order. However long term forms of touching similar to 2 analogs or 2 players don't produce good results.

    finger 1 goes down index 0

    finger 2 goes down, index 1

    finger 1 goes up no index as it's released

    finger 2 becomes index 0

    totally does not work

    ForID however gives each touch it's own id that stays persistent. Good luck.

  • dl.dropbox.com/u/14087254/dragonrage.capx

    an important lesson for every body. Groups and Functions are your best friends.. I hope you have 117.

    You capx was a super easy fix :)

  • I continue to still be impressed and looking forward to using the principles that you have learned :)

  • how about linking the backup capx file :) we will see if we can help :)

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jayderyu

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