jayderyu's Recent Forum Activity

  • This is a demo game for my friends school project. I think it looks good. I suggest playing the game with good speakers and use Chrome or FF.

    https://apps.facebook.com/thebluecode/

  • I kinda agree with the OP, but nothing is going to change unless you can prove to Ashley what your talking about.

    I've voiced that C2 should use an Image library. That way any object can reference any image. Including being able to create dynamic animation sets. Also I voiced that an Image Library can be easily atlased. However the idea was shot down.

    Ashley claims that atlasing does not have worth while improvement gains. Yet atlas is one of Unity pro's big features for the cost. I've seen Unity atlast and the images are rotated every which way to fit best. Also WebGL rendering has no overhead for rendering rotated images. It's just UV coordinates.

    If you want to prove your performance point which I do agree with. I suggest creating your own intensive JS webgl image rendering app( just a test). Run it with a better packed sprite sheet, then run it with a C2 exporter spritesheet. And then display the cpu/gpu/mem usage for both. If you can and I hope you do prove the benefits. Then we will see the change. But this is one of those subjects that Ashley is firm on.

    Also to let you know. Each Sprite Object runs it's own sprite sheet.

  • GameClosure promise was based on better dev and performance for Canvas rendering. however that was all lost when Ludei CJS came out with WebGL. GC also had a few of the same limitations as CJS.

    So

    CocoonJS has, WebGL, C2 Plugin

    GC has, better Canvas renderer and JS engine. and effort to port.

    GC was the top of my list for awhile.

  • Well using the FGL plugin won't work from preview. Because the FGL sdk should be loaded prior to running C2. The plugin doesn't load the sdk as far as I know. My capx force loads the sdk, and my sample holds to a black empty screen until the sdk loaded. I suggest for development using my CAPX force load group, but using FGL plugin. Since there is an official plugin my pure capx implementation should retired. but I'm leaving it up so every can access the Forceload feature.... use it on black screen

    fldr

    Yes. My game passed QA... and using my CAPX only implementation(don't use now). Though it's migrating to use the plugin.

    Is your game landscape? Silk does not lock orientation. During the mobile online testing phase you will be asked what orientation your game plays in. Make sure you choose only landscape. FGL supposedly implemented there own orientation stuff.

  • BluePhaze is that the same spritesheeting in the reference. you can still put the parts of the animation onto an ATLAS. That way the atlas can be used by the webgl renderer for more effeciency. And personally i'm still not convinced that Spriter couldn't use an atlas. An object is not the same as an image. An image can use a frame/UV coordinates of an atlas(that C2 creates) to be more efficient. Where as Spriter treats every single object, and c2 treats all different objects as a different texture for the renderer. Which is unessecarry overhead.

    Personally I think C2 should use more use of atlas-ing. But that's just me.

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  • FGLmatt

    Could you please pass on to the programmers.

    Thank you very much for your efforts for a C2 plugin. This plugin will go very well over with the community. Although could please add more "isFeatureXEnabled" also added the expression. That way we as developers could use the plugin with inline coding.m Thanks you guys rock

  • FGLmatt

    You guys rock. That makes life so much easier. For the plugin and IAP . Since now there is an official plugin. I'm going to retire my capx implemention.

  • FGLmatt

    Hey Matt, thanks for coming here and letting us know. We had another thread going on about the FGL api. So does this mean your team will be making an official plugin? Many... ok most developers here use C2 to either avoid JS programming or flat out can't write code at all. So they use C2 which is amazing robust model for VPL and game plugins are just fantastic.

    Some one did make an attempt to make a Plugin, but was unfinished. I wrote a pure CAPX use of your SDK and posted to my site at( http://c2.studioryu.net/?download=fgl-capx ). Also Maor my pure CAPX will let you test with Preview. Otherwise you can't test the ads feature without loading the fgl.js.

    So Matt, if you really want the C2 community to jump on board. Most will need an official plugin.

    Also I would like to add In app purchases to my game on FGL, but in the mean time until your read. Do you have a suggestion? GoogleWallet, Amazon?... what would be the best based on distribution clients that FGL offers.

  • Why do you need every 5 seconds. Calls like what your using should be made either on required or spaced out to a minute or more. Signalling servers and such aren't really built to be queried every few seconds.

  • spy84

    Your not asking for a feature where C2 has a limitation and requires back end development. What your asking for is a feature that can be done. Dynamic 2d lighting can be done already, 3d can be done already. Instead of asking the only programmer to develop a feature that can already be done. Roll up the sleeves and do it.

    It's not like Modularity, asset stores, gui improvements which can only be done in the C2 C++ code. you want 3d go get processing JS and write a plugin. Actually in fact someone already did a Copperlicht 3d plugin, and there is even another.

    I can't keep track of what games have been created very well, but I know there is a mobile game using C2 with Dynamic lighting out there.

    To start here is a shadow caster

    viewtopic.php?t=88188&start=0

    Here is Pode link to the forum

    http://mattgreer.org/articles/dynamic-l ... d-shadows/

    here is a video sample with some form of shadow casting and realtime lighting

    http://mattgreer.org/articles/dynamic-l ... d-shadows/

    I'm also sure anyone with the knowledge of how webgl and shaders work can probably also due it with WebGl. that's the point of the shaders already.

  • Already been done by others. Ther are some samples on the forum So Ashley doesn't need to do this. Also dynamic lighting isn't really traditional for 2D games. Since it can be done without 3rd party plugins and it's not traditional. I don't see Ash needing to do this.

  • > Everything is fine now. I don't know why, but I re-installed under 32bit for C2 which worked. When I tried going back to 64bit it didn't work. I suspect it's something to do with installing Win8.1 and working with old folders.

    >

    I'll ask Ashley if he has any idea why this is happening. Are you saying you can't get it to work under c2 64 at all, even with new projects now?

    EDIT: Another question, did this problem start only in the latest version?

    I cannot say 100%. I just noticed I was having troubles after installing C2-64. Previously I always used 32bit , but since I installed a new OS, then the following day c2.169 came out I figured I would just use 64bit. So when re-imported my character because I wanted Character Maps it just didn't work. Prior to that I had no need to re-import and was just using what was alerady imported. So I went back pages and when through various import guiedes. I tried deleting the current Spriter import for a fresh start. With that failing I decided to try a new project with Spriter packages instead. Still not working.

    So then I decided to install down back to 32bit since that's what I usually run with. And then it worked.

    I'm not saying it's a plugin issue or even possible a C2 issue. It could just be somthing to do with folder ownership. I dual partition my HDD. 1 Partition is the OS and the other for data and app which can run on their own. So this wan't an upgrade of the OS it was a clean OS install. So i'm thinking that the prior installation folder just wasn't playing friendly for some reason. So with 32bit working. i went back to 64bit... and didn't work. Again. i'm not convinced it's a 64bit problem. I think it just has to do with something else. But I'm not 100% sure.

    The only option left is to do a purely clean 64bit installation and see if it works. but right now I got everything working nicely and I'm not inclined to foobar that up with multiple installs

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jayderyu

Member since 11 Apr, 2012

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