jayderyu's Recent Forum Activity

  • I am absolutely a horrendous artist in any way when I started. To this day I still stand by the fact that I'm abysmal. However just take everything in steps and keep hammering away.

    Since your doing video game art I suggest this.

    1. Start with Vectors(Inkscape is free). Keep you game to simple shapes.

    2. Once all done the basic shapes go over them again. add curves by bending the sides. Add highlight shapes to give them some character. bend them. You can make a game with just shapes. Just know your not going to be making an indepth high artistic game with a some fantasy steam punk feel.

    3. Move on too button icons. Still using vectors

    4. Make a game composed of 2 colours. B/W is standard. Use Spriter to animate. Since it's only 2 colorus you only need to make the silhouette of objects and highlights. You can still use vectors.

    5. Once you feel like you would like a little more art embelishment. Then get you self either PhotoShop or MangaStudio(if you have a budget). Don't feel the need to rush to master pieces. Don't compare your self. Don't draw new art. Take a picture of what you want. Drop it into the a low level layer. do a sketch on top re-define your version of the pose or whatever you need. Then ink it with lines that you can curve in PS/MS.

    This is my progress. And while I still consider myself a poor artist. That's what I did.

    https://www.facebook.com/srentetainment/photos_stream

    A friend told me once. That as long as your work is persistent. Then your visual creations will work together.

  • I wrote a die roller. Hashtag dictionary.

  • Well my largest game is about 300mb of assets. and find the time is fine so far. However RELOAD on the browser personally not the right way to retest the game. I found hitting reload may in fact just re-run the same version of the game. I find the first run can take a while. But then I continue to use the Play/Debug button as part of the IDE. I usually don't need to wait the same initial time. but that's for me and only at about 300mb of assets. Milage may vary.

  • That's not actaully very hard at all. However hard is subjective. And no matter how easy the tool is to use; there will always be an edge case example that. Especially an edge case where a new tool user may not quite get the flow of the tool. In C2 it's all about leveraging the tools easy graphical style of development to your use. Sure you can use an array, but there are ways to structure an array. Including graphically.

    Step 1 there is no code flow. this is design.

    So here is a thought. Create a sprite(you can use sprite font) with 26 animatons so that there is 1 letter per animation and each animation named according to letter. Turn off animation speed so the letters don't cycle.

    Define a screen offset X and Y. Get the Width/height of the Sprite. Determine Rows/Columns for your board.

    Create a for(i = 0; i < col * row; i++)

    stystem.create object SpriteLetter.

    spriterletter.position = x * width + offsetX and y * height +offsetY // technically you will want a spacing option

    spriteletter.animation = choose("a", "b", "c"................) // the alphbet

    Step 2

    Create a few objects and stuff Also make sure you include Touch Object.

    text word

    1 SpriteObject. called Node

    1 SpriteObject. called PathLine

    1 SpriteObject. Clear button. This goes off the side. With the events OnTouch. Destroy node and PathLine

    1 SpriteObject. Solve button.

    Event

    IsOnTouch

    isTouching SpriteLetter

    isNode NOT overlapping Sprite Letter

    -- Create Node.

    -- node.position to spriterletter

    Event

    OnCreated SpriteNode

    -- if node.count > 0

    -- node.createdId = node.count

    -- node.create PathLine

    -- pathline.set angle(nodexy, lastnodexy)... wyou will need to do some funky same object stuff here by prestorexy

    -- lastcretednodeUID = node

    Solving

    whatever trigger you want

    for each node sort by countid ascending

    -- node overlapping spriteletter(this builds the SOL into the sprite letter for just the node)

    -- word add text spriteletter.animationname

    endloop// only to note when the word is built

    check word against dictionary

    do word stuff.

    And for the dictionary your on your own. but I'm sure you can find something

    But for me this was a very simple design that I could probably whip up in less than an hour. However I totally admit that I really needed to think within C2 design flow. Which isn't intuitive with a programmers background design.

    Anyways. Easy peasy project. good luck

  • yeah, it can. But can you handle rpg? XD

    This is the heart question of any developer. If a developer needs to ask "Can tool X do game Y". Most of the time the answer is. "Tool X can, developer A can't. At least can't right now." It's harsh, but often true. it's rare that a tool can't let you do something one way or another. often time the developers needs to really dig in.

    So the question is. Can the OP develop an RPG with C2?

  • Just to give an FYI about sound. I've heard about audio lag from Unity developers concerning Android. This may in fact be an Android OS issue.

    I've never deeply looked into it. but here are a couple of threads.

    http://answers.unity3d.com/questions/52 ... droid.html

    http://forum.unity3d.com/threads/androi ... es.173234/

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  • 1. WebStorage means using web based storage tools. Such as cookies. WebStorage although misnamed does not actaully use the internet. The data saved in using WebStorage is actually in the local data app cache. So it works offline.

    2. Make sure your using LocalStorage not SessionStorage when saving data between application runs. Session storage means short term. Once the app closes and memory is cleared the data is gone. Where as LocalStorage means the data is stored persistently between app runtimes.

    3. Data is stored per device. Any data stored on preview does nto carry over to the device.

    If your still having problems include my name and provide a sample capx of how your using webstorage. Then I can see how your using it. If that fails then I'm not sure. I've never had problems with persistent storage on devices. It's very low level and extremly common plugin and api that all HTML5 game developers use.

  • I am seriously blown away by how much more effecient the memory handling is compared to the video.

  • > Ashley talked about a way to package a smaller version of the game and put that in the stores. Then upon the first game run will download the assets. Now I have been playing around with this, but at this time have been unable to figure it out.

    >

    > The process I started with was setting the website to a server.

    > I tried exporting the game as HTML5/Android. Copied the export to server.

    > removed the images/media from the first export. Then packed up the program into XDK.

    >

    > however the closest I can get is the warning that the program must be hosted error.

    >

    > Anyone have an idea how to go about this.

    >

    You could maybe just package a game that just redirect to the game hosted on your website. The offline.appcache will let you access it offline after the first loading in theory.

    That's totally what i'm trying to go for. Which is what Ashley was talking about. However I haven't managed to get the game to refer to the website download the assets at all. I figure one step at a time. The first is to get a asset less version to access the web version to get the assets. Then I'll move on the cache.

  • Ashley talked about a way to package a smaller version of the game and put that in the stores. Then upon the first game run will download the assets. Now I have been playing around with this, but at this time have been unable to figure it out.

    The process I started with was setting the website to a server.

    I tried exporting the game as HTML5/Android. Copied the export to server.

    removed the images/media from the first export. Then packed up the program into XDK.

    however the closest I can get is the warning that the program must be hosted error.

    Anyone have an idea how to go about this.

  • Whiteclaws

    yep you are right. Personally I think the procedural system works against C2. New users create horrific performance code. Requires more dilligence for performance on mobile. I've made the request for OOP so that objects can have a self inference code. But since that's a hard sell and would require major changes it won't catch on. It also isn't needed.

    Aren´t Plug-Ins and most of all behaviours something like a modul system already?

    Nope. Modules would be self contained CAPX. Images/assets can be accessed without copying into the current system. And the only way to access code from the CAPX would be through Functions. then even non JS programmers can make "plugins"

  • > I thought it was $70 a month or $1500 flat.

    >

    $75 then you want to export your game right? lol, so start adding in the addons at $75/m or +$1500 each because android/iOS not included etc

    I was hoping the multiplayer would be a subscription based model of even $25 a year would finance another dev.

    Ashley is a "god" with what he achieves programming wise. A true legend. I tip my hat to him.

    I'm pretty sure IOS and Android exports are now free. In fact you can use Unity Free edition to publish games(including IOS and Android). it's just that the Unity Splash screen must be seen and there are numerous other missing features. Such as GPU optimizations, skins and tons of stuff. But I don't believe Unity has addons anymore. It's just a a single package. But if I just missed the addons section recently. eh I'll stand corrected. I'm just going from memory.

    I do agree. Ashley is an amazing programmer. And on top remains decently active in the community. Astounding.

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jayderyu

Member since 11 Apr, 2012

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