jayderyu's Recent Forum Activity

  • > Put them off the screen and delete them on start of layout.

    Better create an empty layout and place them, this layout would be database for sprites.

    You can create objects without make an evenet "On start layout starts - destroy objects"

    Flawless.

    I third this. I create an Assets layout right out of the gate. It works marvellously with no problems :) I find the assets layout to be the best way for any object that needs to be created at run time.

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  • Just a plain HTML5 export. THen drag and dropped everything into the folder that the system makes.

  • Hi,

    I'm working in a game which will run at drastically diferent frame rates depending on which browser the player uses and how good their computer is.

    I noticed even events set to run every X seconds are actually based on Frame Rate. Is ther eany way to overcome this situation and make things happen at specific intervals instead of being frame-rate dependant?

    thanks

    Actually your right. Last week another person was testing out a platformer and found that FPS determined jump height. However, that's not how it should be working. The entire point of the dt was to avoid pixel stepping from fps. Unfortunatly that doesn't seem to be the case. I'm hoping with enough topics like this being kept active that the situation will be looked into :)

    Anyways love Spriter and now that your here. Will a new C2 plugin be coming out with the next beta release? C2 could seriously use one.

  • That was a pretty good, but it would be nice to have a little more option and influence over the roll.

    As an example players can add or reduce the die roll by a saved up pool.

    Each point the player takes a -modifier builds a pool

    Each point in the pool can be spent to increase the result of the roll.

    Might also offer some kind of random combat awards that can influence the pool to. A combat award bonus might offer +2 for 2 fights.

    OF course I only played for a few minutes :D but it looks good :)

  • The game has a nice visual look to it :)

    Are you using Spriter for the body animations?

  • Right now the WEBGL calls don't work. however since opengl es calls can be made from there js. It might only require a mapping overide of the webgl calls for there own opengl calls. hmm. might be able to create an insertable js file that handles that. I will look into this. Personally if we can get full opengl calls going I will be very happy :)

  • I tried it out a couple of minutes ago, and I'm not as exited as you are. It was easy to setup, but the performance of my game is worse than CocoonJS. And it seems like it doesn't support multitouch, which is an must for my game.

    That is indeed interesting and something that needs to be looked into. My Draoust only runs 5-10fps with CocoonJS and Phonegap. It was terrible. mosync worked really well. But I have to agree that multi touch is a required feature for most games. i will do some more testing. I want to see how it works with the webgl calls.

    I wonder if part of the problem isn't so much the device, but how it's being packed. The CocoonJS demo's are a hit or miss on my tablet. The Box2d works really well, but the sprite demo drops performance really fast. I've never had any of my games work well on CocoonJS. So there might be more happening.

  • OMG...... oh WOW. geeeeeez.

    So I did a quick test to see how difficult it would be to use. WOW.

    1. It's brain dead easy to developer to setup the developer tools. I haven't tried the SDK for actual deployment yet.

    2. The results are so far looking fantastic. EXTREMLY positive.

    I entered the Ouya contest yesterday with a packaged phonegap app. it was near unplayable. the slowness caused collision issues and it was sorta chuggy. but it ran. I also ran it under cocoonjs and the performance was the pits. This is on an Acer A500 android tablet with a Tegra 2 chip

    I ran the same game under mosync reloid development.

    the game is a so much smoother. WAY smoother. It still had collision problems, but when I fix that in the game itself it won't even be noticed.

    This is by far the best package system I have used for performance.

    There is however one catch. It's all in portrait. so my landscape tests got crammed at the top. but this is the way to go. This is a win in regard to performance. I am looking forward to other peoples tests. my tablet thought the others were awful. it's liking this one :)

  • NM, deleted old post. I only saw the codefession. I hope this is viable :)

    My concern is that it will require another layer on top to access the opengl es functionality. This I think will be required in the export.

    however if it is true that they are providing an OpenGL ES access for HTML5 pages and it's already a go. I personally would rather see this fully developed than CocoonJS. I just personally feel hat binding oneself to the provided webviewui of the system OS is the worst thing that could be done for mobile development. This is because neither google or apple seems all that inclined to open the doors for speed :(

  • jayderyu - ah alrighty. Let's hope Cocoon get onto it soon ^^

    Ludie has mentioned they/he will look into it, but the/he doesn't have an Ouya. This leads to very good odds that it will have to wait until the platform is released and then we may see a patch a month or so after that. Unless of course some other person with the budget can afford to send a model to him :D   that isn't me. If I one however, it would be :D

    But yes. I'm looking forward for CocoonJS to be compatible. I had heard from I think rfisher or humel1 that they had a performance of 30-40 with phone gap. As I understand phonegap is considered to have very poor game perfrmance. With CoocoonJS newer canvas mode I think we have very descent odds to get good run time performance. i don't think it's going to be massive performance allowing 1000 or so objects, but 200-300 would be awesome for me :)

  • rfisher jayderyu - so you guys have controllers working on Ouya? Care to share? :) I would love to see my work actually moving about on it!

    unfortunatly not really. As i understand it only the dpad was mapped so I had to compress all the controls to use them :( so gameplay is really fuubared, but technically playable. If the Ouya team has a better version of the firmware then maybe it will do better. but no garuntees. Personally I think my game is gonig to explode with errors.

  • Thanks rfisher I appreciate all the effort you put in. I continued to bang my head the wall regarding eclpise and setting it all up. I will get it ready by March or when the game is done. IF and a big if that is. that I win anything I will be more than happy to share a portion.

    I sent it up. I hope there are no complications, but not having the hardware, finding the project to work on and starting on the 19th made it very difficult.

    However all they want is a prototype not a full game. So i'll cross my fingers.

    here is the blog link. It's short.

    blog.studioryu.net/node/1

    video link

    youtube.com/watch

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jayderyu

Member since 11 Apr, 2012

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