jayderyu's Recent Forum Activity

  • 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.

  • lucid

    umm. I'm having troubles importing. Whenever I import. The graphical assets do not import with the SCML file.

    1. Importing into a fresh app. No graphic sprites import.

    2. Importing into an already Spriter app. Importing will remove the graphics.

    I've updated Spriter, C2 and the plugin after this problem occured.

  • lucid awesome. It's all coming together.... do we still need the SCML file system for C2 still? Would be nice not to have to play with both.

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  • newt what did you get 60fps on. He is having mobile performance troubles. Knowing what mobile you and the OP are using to test on would help.

    Thought his chunk of code you highlighted can certainly cause a hit. With the new collision cells they seem redundant. Then doing this every tick isn't helping either. Though I'm not sure the level of negative effect either.

    I'll take a look later today on my iPodTouch4g and see.

  • Outside of the Gain(Volume) effect which is on the Master volume; most other effects are modifiers to the audio and don't have the same effective db use. If adding reverb 0 is none where as 100 is most.

    Though adding effects with named tags with be a lot nicer than dealing with effect by added order . I have a work around for my audio engine but it's clunky.

  • nope. the last opinion survey showed apx 60% developer for mobile. it's just apx8mb over head than a standard unity pcakage is negligible compared to how easy it is to make games.

  • troublesum

    How many fields were there. hundres/thousands? Dictionary as I understand has a square powered performance. so at each double increment of key value store it get's a little slower. Though small groups should be fine. So this is about more. What kind of more. It is a good point though. Might be mindful to monitor how much is in a Dictionary if it's needed every tick. Do you have some number samples?

  • troublesum sums it up pretty much on nail. Test on your minimum target device. If you want give settings to turn on or of features if you want. I will however addendum. DON"T USE DOM OBJECTS. DOM objects are not part of the canvas drawing routines and so it's another render layer on top and that renderer is not meant to be fast. It's meant to display complicated drawable objects for webpages.

    Though I would like to know your reasoning for not using Dictionary. Dictionary is a pure memory data storage. Are you thinking of WebStorage that does file writing?

  • FYI. I found Unity to have and overhead of apx 7-10mb depending on required features.

    Technically you can make a Chrome Wrapper and cut out features. For example if your not using WebSockets you don't need to include them. Same with DOM rendering and other such features. However the only way to cut these features to reduce the size is to manually cut the Chrome features and pack it yourself. None of the automated Chrome Wrappers I notice offer this feature. So I'm sure you can reduce the size, but your technical knowledge is above most C2 demographic knowledge.

    Again I must itterate Unity's own engine size almost clicks in at 10MB. So is really 7mb all that big a deal?

  • MMO's > RPGS >Strong narrative games(GTA) should be avoided by small man teams. They are robust and have so many areas that it's a daunting task.

    Can C2 do it. Well as I always say. "The question isn't what C2 can do. It's what you can do with C2". And that still holds here. There really isn't a limit to C2 that any other game has done. It all comes down to the developer.

    And an MMO is just very daunting. However as always "good fortune to you and your efforts"

  • Those blue dots are the IOS browser Selectors. Some how your game when into selection mode.

  • The best and easiest way to do this.

    Put a var onto your player called. NextShot and make in a number.

    When you fire the weapon

    If(NextShot < time)

    Fire the weapon stuff

    NextShot = time + 5 seconds

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jayderyu

Member since 11 Apr, 2012

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