jayderyu's Recent Forum Activity

  • Honestly I like that idea a whole lot.

  • http://c2.studioryu.net/?p=90&preview=t ... t=standard

    Hello every one. I'm starting up and opening a Devlog for my Derelict On-Line Project. DOL is a space online multi-player game similar to PSO in structure, but has a heavy board game and astrological theme design. I'm doing this to share with the community the development of large project, to get feedback as development occurs and the writing to help formalize ideas as they are implemented and or thought of at the time.

    My devlog is at my new wordpress website http://c2.studioryu.net/. It's a growing website so don't expect to find hours of content. I will also be putting some linkies in my sig.

    Derelict is a galaxy that is descending spiral of lost technology. As centuries go by a little more of the advanced technology that the greater empires created become harder to maintain and slowly become unusable. This has led to many taking up the the profession of Divers. Women and Men who go out into the worn torn stretches of space to scavenge useful commodities, supplies, artifices from derelict ships and stations.

    Players will have access to a series of staging areas where they can deal with equipment, shops, upgrades, character design, banking, ship purchase and design and spend leisure time in sci-fi space bars to gather together. While this is all the nice elements of hanging out the game is presented in the classic Point and Click adventure style view and interactive play. When the adventure game play begins the game will be a strong board game elements of room and event randomization, but still play in real time Point and Click adventure style.

    Now I am not an artist I am pretty bad at art. So a lot of prototyping and early visuals will be collected pictures from the internet. They won't be in there long they are place holders.

    This is the starting image. Total of 6 clients. No hard feat of course, but I want to start capturing the feel of what the game is aiming for. Some of you might recognize the Spriter character. That's because the game is going to use Spriter. new characters will come later.... much later <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    This is the image of the game on the tablet. It's an Acer A500 running with a Tegra2 220 model chip. This is the device that is currently hosting the prototype room.

    The catch to all of this is that this isn't the project at the top of my list. It is as of right now my ideal project, just not the one that occupies all my time. However I will be updating the devlog when I can along with the project. I will also be putting the game online with the first Master Host when I can. So everyone will be able to participate by trying the project as it develops.

    Here is that link http://c2.studioryu.net/?p=90&preview=true&preview_id=90&preview_nonce=d5cad28980&post_format=standard

  • Looking good Arimi. Glad your keeping a blogging thing about this. looking forward to the demo

  • emixam23

    retrodude

    Sounds like retrodude already has a good start on the drawing elements. I've been busy since my last post and just patiently waiting on any further replies. however since retro has already established a full fledged drawing element he could shave some time off.

    I left off with the full gradient colour wheel and figured I'd wait and see.

  • Aphrodite

    that would be cool. I would love a Linux and Mac version so that when I get a Mac I can use C2.

    I guess maybe this threw me

    "to let it run on Chrome cross-platform? "

    is he referring to C2 running in Chrome?

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  • No.

    C2 developers are 100% betting that browers next year will be good enough that anykind of language port isn't worth it. And they are right.

    http://www.anandtech.com/show/7439/micr ... 2-review/4

    This is the MS Surface 2 which uses the Tegra 4 a 2013 CPU. I can tell you 100% that this runs HTML games so beautifully slick that I didn't even know that this was a Tegra 4 chip.

    However possible late this year is the Tegra 6/Parker chips.

    http://www.tomshardware.com/news/vmware ... 24643.html

    I can honestly say that running games on modern devices isn't a problem using Wrappers. So there is no need for Scirra to do native ports.

  • I agree with some topics and not others Fimbul.

    I agree we need more of the core Functions need to be made as Primitives as string/number already are. Functions and Array absolutely especially Function.

    However I gotta say you need to pull up your sleeves and do some work. many of your requests require code writing programmers to do all the time, often with no benefit. All they have are lines of code and then they have to compile and execute. There are no visual tools and inspectors. In fact C2 has probably the most robust API of any game language ever. And yet there is complaint that it doesn't do AI, Isometric so on so forth. Fimbul most API's don't do what C2 does at all. they are first and foremost renderers and 3d/2d mathematical apis.

    Check out Three.js, jaws.js, Pixl.js, Craft.js, Unity API, not a single one of these game engines can hold a match to C2 inferno in comparison of API. If you want to look at extensions done by other people then that's another matter, but that same principle applies here. Some one has done AI works, Isometric tiles and more. These other groups have produced massive games from rudimentary api's that have zero to no game logic and still pull of games like World of Warcraft.

    Most of C2's limitations aren't limitations to the majority of gaming industry. Because once they get to work they aren't waiting on Ashley to do the grunt work for them.

    However even after saying that. I agree with design decision haven't always been the best.

    Here are my main requests

    Functions and Array as primitives like the Number/String

    Modularity through Groups

    Asset store

    C2 IDE inherently group development tool.

  • lucid

    Hey lucid. Has there been any performance improvements to the Spriter plugin. I started a game for mobile and I wanted to start off using the the test platformer character. Just to get a basic walk animation going. With just 1 Spriter character the FPS dropped from 60 to 28. That's a heavy hit for one object. However each additional Spriter character didn't significantly worsen the FPS. I added 8 more to the scene and only dropped too 23.

    My test device is a Tegra2 Acer A500 so it's running old a few years now.

  • Goodluck Russpuppy I hope your store works out well.

    I don't feel bad about having been setting up my store for the last while. Good luck Russpuppy

  • Nope, at this time I'm working for a game company that has no attribution of any form. There is a company splash screen and then from there you will never know who is involed.

    The only attribution is through Linkdn in groups. You don't need it.

  • People will buy templates, tools and all sorts of benefits. Not just for the reason of "not enough skill", but the idea of time saving is so important. If $500 can save even 3 days of work then that's 3 days of additional productivity. Also since you can use the template again that's more than worth the bargain. Especially if the template is will written.

  • Also sounds a little like Tin Pin Slammers from "The World Ends with You". You had those shirt pins. Each pin had it's own attribtues(weight, friction, power...). Then you would slam the pins at each other. The person who had there pin fall out lost.

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jayderyu

Member since 11 Apr, 2012

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