jayderyu's Recent Forum Activity

  • It's not that no one is interested. I garuntee if the platform was supported there would be developers. However it's been long enough for those that know. That Scirra doesn't build the bridges. I've been on the forums for 2/3 years and I know Scirra has never built the bridge. They are 100% backing pure HTML5 supported by Chrom and will show support for other 100% browsers.

    As for your link. Unfortunately languages aren't magical. WebKitC# doesn't mean it works for the Vita. It's just a C# version of WebKit. However platforms and specifically custom hardware and software platforms have lots of nuounces that are specific. There is no way to just plop WKC# and compile for the Vita. Some one would need to go through the source code and make changes to program for the Vita nuounces to make it work. And if some one has to do that anyways. Might as well just use the C++ version which is probably kept more update date by supporting community.

    Now could someone get C2 running on Vita. Yes. Someone could go through the effort. Yes. You could take up the mantle of building a micro browser layer and get C2 to run. However like you most of the developers here are like you. They aren't technical enough to write that mirco browser layer. And for those programmers that are technically minded(such as myself), I use C2 to avoid doing that technical level of work. I want to be more productive on the games rather than spend half a year just to power a game on a piece of hardware.

    If you want support. I suggest mailing Cocoonjs and asking Vita support. You can go to the Ejecta group and see if someone is willing to make a branch for Vita. Or just ask Sony if they can like Nintendo create a version of WebKit for Vita and PS4.

    http://en.wikipedia.org/wiki/Nintendo_Web_Framework

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  • C2/Scirra let's you mix DOM elements with the Canvas. however due to the nature of DOM not being part of canvas can lead to peculiar results.

    If your making a game stick with only canvas objects. If your making an app then stick with Dom objects(Textbox, Button...)

  • solado

    Keep at it. You will get it. However the problems your facing are not a limit of C2. It's your own talent. It's young at still growing. I often say this and should be remembered. "It's not what C2 can't do, but what you can do with C2". There is no 2d game you can't do with C2 if you have the know how and time. Since your coming to head of what you think C2 can do. it is indeed not C2 limits.

    Just to check out how awesome these games can be. And that's just a few.

    http://aurelien-regard.blogspot.ca/

    http://www.ourdarkerpurpose.com/wp/

    http://www.airscapegame.com/

    Anyways. Yes your in a box. And your doing the right thing by coming to the forum. Be humble, ask politely and you will get some help.

    The problem your facing is perspective. Your looking at C2 to handle all your game design work. But C2 doesn't do that. It just gives the tools to implement your ideas easier that raw programming. Break down your problem, simplify and take the problem out of the idea that C2 solves it for you. Solve the problem in your head. Figure out what you need and how to go about in your head. Then integrate the solution in C2.

    Arima

    DO you ave a purpose for you game. Get a mandate of your game. The goal of the game for the player(ie not the game story or finish). Such as Pacman "a game about frantic chase". Pacman goal is "Collect pellets while avoiding ghost". Define the core problem of an experience you want the player has and work from their. Then figure out what the purpose of the choice is in your game.Good luck <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Wow. I'm impressed. Thanks for the capx. I'm so putting this into a project of mine. that's amazing.

  • Been requested a number of times. C2 runs on third group IDE(ie Scirra didn't make the IDE) that they are using. There are limits to the IDE can and can't do from Scirra's end. I assure you this has been requested almost monthly for the past 2 years.

    I think a post with all request ever made, and which have been implemented would be great.

  • Sounds like you are testing with the Mobile Browser. And I can honestly say that the stock Android Browser is awful for games. Incredibly aweful.

    If you can't use the current version of Chrome, and your not up to getting test XDK, then your better of using CocoonJS for straight forward testing. Heck your device might not even have WebGl. I suggest going to CJS Launcher in the mean time.

  • I'm only 90% sure how this works. Image de-pulication only occurs with the frames in a single Sprite type and all of it's instances. C2 doesn't sadly doesn't use an Image Atlas. Instead all Sprite frames belong to that Sprite. If you have duplicate image frames in different sprites such as

    WeaponSpriteA has image Handle

    WeaponSpriteB has image Handle

    then no de-duplicaition will occur.

    However if you have

    WeaponSpriteAB has ImageFrames or Animations, 0-Handle, 1-Handle

    Then de-duplication will occur as having all the same images in the same Sprite.

    Since your saying you have 5 Sprite Objects(ie not instances, but full on separate objects) then yes. There is no de-duplication by design/limitation in the overall c2 architecture.

    I would personally feel better if C2 used an ImageAtlas and the Sprite/Frames/Animations referenced the atlas. Then there would be a solid de-duplication across all sprites. In the mean time. You will often hear me saying. Batch your sprite images into less sprite objects based on type and/or layers.

  • If you do an XDK build with just a simple index.html file that refers to where you have your preview over lan. You can then just use that single XDK build to just call your current preview. THen you don't need to constantly make builds you have to push up, then download for every test.

    However there are some technical details in regards to allowing cross content that you need to deal with. Good luck.

    • EditTime.js Update with ctx

    The ability to draw during edit time. Such as directional arrows or lines that connect objects. Such as the ability to draw lines between objects to show the link between objects.

    • Editime easier access to instances and roots.

    Such as the ability to get lists of the same object so that line can be drawn between them easier.

    • EditTime Mouse input control

    Ability to detect MouseDown/Up, Press with location.

    -EditTime Widgets

    Editime.js on a plugin can register a object for mouse presses. Ie the ability to have drag handles to for lines to be drawn between objects.

    • Customized drawing boxes.

    Ability draw on a CTX. Such as the ability to draw a multi point bezier curve.

    • Object Referencing instead of UID or building SOL every time

    Ability for Plugins to hold a direct reference to an object. And I can drag the object in quest to the reference. Kinda like a direct UID, but the object not the UID to get from an SOL.

    • EditTime to create objects

    In the edit time code that an Object of x type can be created within the js of an Edit Time plugin.

    • Runtime easy access to Plugin ACEs

    I'm working on an advanced Audio features. I want to take advantage of the solid plugin already for it's cross platform. However access AudioPlugin is a headache. There should be easy ways to access the Plugin and make ACE calls. I already manage this, but there is no official SDK manual to learn this.

    • I'm sure I have more. I just can't think of them right now.
    • Dropping C2 current IDE back end for a new C2 IDE back end that is cross platform and can actually do these suggestions. Then call it Construct 3. Unfortunately Ashley seems to have the same desire to allow these suggested features. But the IDE back-end seems to be not flexible enough.
  • Every 0.033 Tick

    L = InverseLerp( startTime, endTime, time)

    SetX = Lerp(startX, endX, L)

    ValueStep style. This isn't as smooth as doing stuff everytick

    PPS = 500

    Every 0.033

    stepValue = PPS * dt

    EveryTick

    AddX stepValue

    No. You can't stop any Trigger from occuring without additional conditions.

    For your example

    var isWaiting = false

    EveryTick & isWaiting==false

    -- setyellow

    -- isWaiting = true

    -- wait 0.1

    -- setRed

    -- isWaiting == false

    Unless CJS get's picked up again I suggest XDK. However I suggest investing in the time to make a test Crosswalk build that will pull resources from a C2 Preview. that way you can test far more often and easier. Similar to how CJS tests.

    Also most of the games on the device your talking about are written to run at 30fps. C2 can't run at anything less than trying 60fps.

  • Test constantly on the minimal target device. Especially on additions.

    Group images on to fewer Sprite types.

    Group Sprite images by layer and types

    Watch your memory

    It's really easy to do killer performance code(ie kills performance)

    Minimize trigonomic mathematics

    Minimize EveryTick( As Much As Possible stick to Event Triggers).

    Bake your backgrounds if you can. fewer objects the faster the renderer can work.

    Most new developers just run and go not realizing the micro optimizations that professional studios due. They do them to get fantastic graphics on weaker platforms.

    Ok no as for you work work.

    1. Understand that lerping everytick on older chips can cause performance problems. It's less precise. but you can find a timer step value which does similar results without lerping. Though keep in mind that lerping isn't that heavy.

    2. Don't embed "wait" embeded in Every Tick. C2 does not pause the Actions. It creates a branch process. So your Evertick will get called again. This will create a build up of Wait Events. This won't Tick, wait, tick.

    3. Rotate SUCKS on older devices. Don't use Rotate evertick. http://c2.studioryu.net/?p=139

    Cut down how often you rotate. Or create a sprite that rotates by frame animation.

  • My work on The Blue Code which uses a full point and click game engine that includes advanced features such as BlueScript interpreter, advanced audio features(audio zones, reverb, audio patterns, audio fade...), tutorial system, inventory system, proper save, tool tip, assistant guide mechanism..... all ticks in at apx 1500. To put that into perspective. I can add many many many more rooms and the Event count will never go up. So i can have 10 times the amount of content and still sit at the same Event count.

    Most of my full engine games run about 1200 events.

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jayderyu

Member since 11 Apr, 2012

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