jayderyu's Recent Forum Activity

  • meh, the problem with both of these consoles is that they are not user friendly on the input. History shows that the POINTER is the most natural input for success. Either by means of the mouse, wand or best of all touching.

    The fact that the controller is still mired in old thinking of limited controller input at the time of controller design 20 years ago. It's just not going to do well.

    However it does look like the time of of 3 console wars is going be destroyed and the the console wars will arena are being expanded into by the mobile market.

    kudo's to google and apple for eroding the isolated console market by it's mobile direction.

  • I remember that retina display problem when fiddling around with code :| I had to in the meta tags by default sale 0.5, and set my objects to retina values. worked, but report sizes were no good :(

    2046 huh. close :D

  • I'm not entirely sure what your saying?

    tree? what kind of tree. Object heirachy? The reason I think your talking about this is because of this line.

    "some games only need the single line of gravity in them with many hundreds of objects, "

    If this is the case. Then I also made the request for a Scengraph technology under the topic of [suggestion Pin] Theory or Relativity. If I'm wrong. Then I have no idea what your talking about :(

  • Personally I think HP threw in the towel a little too early with it's WebOS tablet they had going with Palm. I think an entire HTML5 front for an OS is going to be standard in the future. At least the front being 100% integrated to the OS as much as native apps.

    It's just too many hold outs with Android and especially Apple. They make there money from dev kits.

  • Well I had a game idea I want to make some time down the road. Night and Day are part of the design. The problem is that the game is aimed to be on IOS and Android as well as PC.

    As we know WebGL seems near non existence on these devices :( boooo. Are there any other techniques of opacity layering that could mimic night/day and light lamp effects. My few attempts are utter failures.

    oh why can't mobile WEBUIVIEW have WebGL :(

  • Not that I have found and I have tried. The best you can do is create the Layer Labels in the new layout and then Copy/paste.

    That way at least when you paste the objects stay on there respective layers.

    alternativly create the HUD at runtime.

  • I've been thinking about making a game to use such mechanics. So I'm interested as well. I'm going to see about creating a quickie on this tonight. If someone doesn't do it first :D

    It needs some serous tweeking before it's usable.

    dl.dropbox.com/u/14087254/throwTest.capx

    however this seems to be the direction to go. I used anywhere touch for now since tracking by checking to see if touch is on top of an object and following, just doesn't work that well. Once you start tracking you need to track by the specific touchID not if it's "inTouch".

  • 1. Yes. Though you will need a wrapper program like CocoonJS

    2. No, I don't think there is any problem. When exporting to CocoonJS everything is thrown into a zip file.

    However sometimes you need to make a tweak here and there. As an example adding Clay.io requiers inserting files into the zip package. Or as of right now CocoonJS has screencanavas setting that will improve performance, but requires tweaking the C2runtime.js.

    However, if not using Clay.io and not concerning(or instead wait until it's in) screencanvas. Then yes it's a very simple process.

  • becaused onTouched object still fires if the menu change is too fast. I had this troubled where I had an object for the first touch(ie Touch to Start). however I had a menu object on a different layout, but if I touched the start in the same place. Both objects on two different layouts would fire the event. crummy. So isTouching or onTouched will produce the same even in this case.

    My suggestions it to add a wait 0.5. That's long enough for the fire event to finish triggering. So it will trigger once, end the trigger event. then change to the new layout.

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  • I think the game seriously needs some physics on the car and ragdoll effects on the people.

    This game really just needs physics.

  • if you need to change it during runtime there is set canvas size. However, I'm not sure the requirement to turn it off during development phase.

    Just to make you got it. That the Viewport size is the rendered graphical buffer that is displayed to the user. At this time a viewable canvas size greater than 2048? would seriously harm performance.

    If however your dealing with different render sizes to adapt your game screen for the mobile devices. Then there are tutorials covering the topic.

  • SceneGraph(http://en.wikipedia.org/wiki/Scene_graph) that is what it is called. SceneGraph.

    I think the Pin behaviour should support Scenegraph functionality.

    Actually I think C2 should move to support Scenegraph in a natural design element as part of Containers. If an item is part of a Container then it's automatically pinned(without the behaviour) to the Scenegraph.

    Finally to go with all of that. I think the scenegraph pinning should allow to be set to an ImagePoint.

    All of this would help with a more natural flow for independent object animations. Similar to that Spiter aims to be.

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jayderyu

Member since 11 Apr, 2012

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