jayderyu's Recent Forum Activity

  • Actually the best way to do Buttons is call backs.

    Button.callback text variable

    Button.param text

    OnTouch/MouseDown... on Button

    --Function.Call( Button.callback, Button.param)

    then on your ES you only need to create OnFunction("callback string whatever")

    In fact i've built a GameFrameWork that does this to the Nth degree and I almost do nothing with GUI button.

  • Depends on what your aiming for.

    JS v8 and all of the JIT have gotten pretty good. You could say unlimited. However there is a far better answer and a different way to look at the "how many globals is too many".

    The answer is.

    "Any more than what disrupts development, readibility and good development practices."

    After a certain point you will need to keep better track of these globals where you don't need to. Sounds easy. is easy. but it's still over all lost time.

    My personal global count max is 5.

    I keep variables in Groups to object them. Groups always define an ES.

    I also keep Dictionaries which store globals as an instance variable as Dictionaries are Global by nature.

    When I use a true global it's development value. Such as

    DebugLog string global. One where I will pop out a value to debug screen without the console window.

    as for storing player info such as best time.

    Dictionary.Add("BestTime_" & layoutname, timevariable)

    and there you go. 1 global dictionary. stores thousands of levels(no need for global vars). And best of all you can also do. WebStorage.Add( "BestTimeSave", Dictionay.asJson ). To save all the data for later. Then use

    Dictionary.FromJson( WebStoage.Get( "BestTimeSave"). boom smiple. only a few peice of code lines. and now you can support thousands of levels in only a few lines on a single ES.

  • yep. you can't just have a singular scale value.

    How Unity handles scale and it's fine here. Scale is the %0.0-1.0 value and has scale for X/Y and Z of such. The scale assumes the original image dimensions. I'm ok with there being scaleX and scaleY based off of the image dimensions though.

  • While I agree with Arima that the big reason the hold off is due to the holidays. I think r200 is going to be some form modularity.

  • uhh. Depends on what sync level your setting your value and rate at.

    8 bit's of information is 0 to 255 and is often INT in nature(ie no decimal value)

    16 bit is apx 65k and can also handle decimle.

    If your using on the lesser data values/rates at 8 bit. then that's what will happen. SI u;n guessing your using

    So i'm guesing your using Low(int, 2bytes).

    first it's an INT. No decimals.

    I'm als going to assume that C2 use of 2bytes is -255 to 255 rather than 0 to 255 for 1byte.

  • Vote up for right tool for the job. While my job is programming with Unity for a 2D game. I keep hitting area after area where C2 does 2D much better. But there are other areas that Unity does so well.

    Ultimatly Unity is more popular because it's traditional programming in a flexible environment with a very well designed IDE integrated engine.

    What keeps everything going so well is that Unity allows developers to make IDE tools and an integrated Asset store that importants new assets right into the game(ie no copy/paste into a folder, no restarts). And there are a lot of small other stuff.

  • It's estabished that CJS does not have WebRTC. Use FireFox Aurora builds or Chrome Android.

  • Two things to note

    The front page of Scirra lists what platforms C2 can effectivly run on.

    Two. C2 is again a HTML5 engine that requires some form of HTML5/JS engine. not just HTML5 rendering, but the full kitten kaboodle of basic JS(more important) featuers. So the question to you is. Is there a wrapper/browser platform for PS Mobile/Vita.

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  • Well I'm a Unity programmer that does a lot of 2D work. I can honestly say that Unity is a fantastic game dev kit. But It's not that good at 2D. It's a shoe horned 3D system into a 2d. So Unity shouldn't even be on the list for 2D game engines. Since it is Unity should be lower in a good judging of tools. Much lower.

    I have Fusion, but never used the tools. I got it on the humble bundle deal for super cheap. But Fusion didn't seem as good. But I won't judge it. But between Unity and C2. Unity 2D should be under C2 for 2D.

    Oh well. this isn't a comparision of what's better, but what's more popular.

  • Also I found that for stability it's best to re-build your obstacle scene on start of layout.

  • Well I agree that some performance problem should be examined here is my suggestion.

    AJAX or local files. You should parse the text into paragraphs. create a spritefont for the paragraph. Then move them in groups. When the top moves to high destroy it and bring int he next paragraph. And reverse when scrolling the other direction. I might even suggest pre parsing and modifyin the text file store paragraph id. Of course if this is ajax then your pre break them up into numerous smaller files.

    I agree though the program shouldn't be having a performance hit at 50% of the screen filled with text.

  • The problem seems to be that SpriteFont is rendering per tick.

    If you have a large SpriteFont with no text then there is no speed problem. ie not a problem of size.

    If you have lots of text, but in a small SpriteFont object then there is no problem.

    If you have a large sprite font with lot's of text. Then you get the lag. This indicates that SpriteFont might be rendering onto the render object everytick. Where SpriteFont should only render onto the image ctx on change and first time run.

    I found even 3000 characters on a full size screen to be a problem. So Ashley may want to look into this.

    However why do you need 30k characters? what do you need that much text for?

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