jayderyu's Recent Forum Activity

  • Offline Chache is used to store your game assets, logic, files, music and all of that.

    The C2 System Save and Load feature job is to save data state. ie position of objects, variables and such. Save/Load state doesn't deal with assets.

    Since neither overlaps the other domain (ie banana milk shake or steak dinner) neither can really be compared to use one over the other.

    I think maybe you want to consider WebStorage instead of offline cache.

    Now if that's what we are talking about. I'll give you my opinion. WebStorage. Using Load/Save is great for game states similar to Emulator save states. hwoever Savestates use a lot more storage space. WebStorage however requires only a little overhead and is likely only uses 1/100th the storage size.

    I tried using Save/Load once. I cut out most of the level objects and just had a handful to save. Player mostly and the level progress.

    The Load/save stored at about 300kb

    Where as my custom used about 300bytes

    To me. Use Load/Save for mobile devices. When the player leaves the app then Save the State. If the player comes back to the App load the state.... not that I think our Apps can no when they are being shut down

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  • Minoterrae

    I suppose that's easy enough. I guess the question is how does the player do anything? Classic War is pretty much an automated game. The Player's only job is flip cards.

    Are you planning to put in the optional rules, 3 to 4 players rules. That wouldn't really be classic though.

    I can do the War script though.

    edit:

    Since your asking for a programmer. Your not asking for art assets I take it?

  • I am so looking forward to that post :) Any news when it's coming.... eh I'll probably get an email from TV anyways. Looking forward to it :)

  • alvarop

    You should check out ShadowBlade for IOS then. I got this game only for how they work the controls. It's a very classic controller game type. Where one wuold think to use some king of D-Pad or analog controller.

    however the game doesn't control with any kind of pad. It's failry intuitive. I admit the game controls could use some polish, but I feel they are ont he right track.

    How do the controls work.

    Player holds the device in both hands. The player is expect to use both thumbs.

    Actions are done by gestures or touches on the corrosponding side.

    Touch will move

    Tap will attack

    swipe up will jump up

    swipe up/right or up/left(depending on side) will jump in that direction

    swipe down will do a drop down a attack

    It's a very platformer based game with very clean controls. Needs some tuning though.

    Also check out Mirrors Edge for IOS to.

  • That's because an Array in C2 is a Plugin and not a Data Object like INT,STRING. The best you can do is pass the UID of the Array. I tend to name the array with a var and pass that. So you can work around it.

  • I don't believe you will have and limits under the your listed concerns.

    As for performance wise. Well two things.

    Gettings 60fps on desktop is easy. However i wanted to point out your background.

    Most Graphics cards can only handle a size limit of 2048x2048. Any image larger than that is going to put a strain on performance. This isn't a GameKit or software limit. This is a hardware design restriction. Just as a piece of advice. Don't do any image larger than 2048x2048. Your GPU won't like you for that.

  • So this will include PS3 controllers, Wii Remotes and all the non big name brands..

    Or is this just support for more Xbox design controllers?

  • Right now the Websocket connection system is very rudementary. He believes the new WebRTC socket plugin coming in a little while will have a lot more multiplayer features. that way MP will be easier.

  • First, If you want Game Maker info, ask the Game Maker community not the C2 community. If you want C2 info ask the C2 community not the Game Maker community. Wich you are. Good for you. Regardless of what information you hear remember to temper it with a healthy dose of logic.

    So saying that.

    C2 can export to NodeWebkit. NodeWebkit is a self exucutable app only browser. So in that respect it offer C2 to export to .exe... as a script game. In user world you might as well consider it compiled to native platform.

    C2 can export to WiiU. Unfortunatly unless your an Authroized Nintendo developer detailed information is out of our hands.

    PS4 and XBoxOne do support HTML5/JS game apps, but we haven't heard much detail. Sony and MS don't seem to be offering an outward hand where as Notion Games helped Scirra work with Nintendo. So these platforms may be supported in the near future.

    GM can do more?... ummm. Not really. But GM is a head in some of the plugins. GM does have a 3D tools where as C2 does not have any official 3D plugins. In the end it's not that Tool XY can do more. It's what you can do with the Tool.

    I find it interesting that you find Unity to be slow. To the programming world Unity has spend up gamed development. Mostly by integrating live game development with coding. However if you make games using Game Kits like GM/C2 then clearly Unity is faster is onerous and highly subjective.

    I thought Game Maker was getting console support?

  • Webstorage only works with one app. So a different app can have the same keys and it will be associated to the app.

    Using the same key will just overwrite the prior data of the same app.

  • Minoterrae

    I do both, but i'm cheaper on a project rate. I also charge based on the complexity.

    What do you have in mind with the details and I can give a starting estimate and after the discussion of the project give a more accurate one.

    Please include jayderyu in your reply. That I way I will get the notification.

  • ok. So here is my follow up. There were a few mistakes on my part that I overlooked :D. I made 3 errors in my prior performance statement

    1. Gameplay on my iPodTouch and Acer A500 feel about the same. However tests show otherwise.

    2. My setting sprite sprite should have been embeded with the create object not out side of the creat object. So my mistake was every tick I was setting states for EVERY SPRITE. Which of course will kill performance just for overhead

    3. My last mistake was the blindspot on behaviours. Behaviours cost performance. Even when a behaviour does nothing it's still toll on the system and not a small one either. In the case of Pin when not pinned to anything; just having pin on all the sprites will cut peformance by a lot.

    ok my test was every tick a new sprite is made if the FPS is greater than 30.

    My sprite had a simple small graphic, but also had bullet and destroy on outside of layout.

    *** Outside of view, Invisible, no behaviours what so ever

    This is just a max object test I suppose. not much use.

    Acer A500, 70k+

    iTouch 5g, 16k

    iTouhch 4g, 8000

    *** Outside of view, visible, no behaviours what so ever

    iTouch 5g, 4539 sprites

    iTouhch 46, 1754

    Acer A500, 20k+

    *** Inside of view, invisible, no plugins

    Acer A500 20k+

    iTouch 5g 14k

    iTouch 4g 8k

    *** Inside view, visible, no plugins

    AcerA500 2000

    iTouch 5g, 1100

    iTouch 4g, 400

    *** Inside view, visible, Bullet Disabled

    AcerA500 1900

    iTouch 5g, 800

    iTouch 4g, 300

    *** Inside view, visible, Bullet Enabled speed 0.5(just for the process)

    AcerA500 1700

    iTouch 5g, 300

    iTouch 4g, 100

    *** Inside view, Invisible, Bullet Enabled speed 0.5(just for the process)

    AcerA500 6000

    iTouch 5g, 1000

    iTouch 4g, 300

    *** Outside view, visible, Bullet Enabled speed 0.5(just for the process)

    AcerA500 3000

    iTouch 5g, 350

    iTouch 4g, 100

    *** Outside view, Invisible, Bullet Enabled speed 0.5(just for the process)

    AcerA500 6000

    iTouch 5g, 1000

    iTouch 4g, 300

    *** Outside view, Invisible, pin behaviour

    AcerA500 7000

    iTouch 5g, 2000

    iTouch 4g, 500

    *** Outside view, visible, pin behaviour

    AcerA500 7000

    iTouch 5g, 1600

    iTouch 4g, 500

    *** In view, visible, pin behaviour

    AcerA500 2000

    iTouch 5g, 700

    iTouch 4g, 200

    *** In view, visible, pin behaviour, Bullet enabled(speed 0.5)

    AcerA500 1500

    iTouch 5g, 250

    iTouch 4g, 90

    *** In view, visible, Bullet enabled(speed 0.5), destroy on outside

    This is a practical use for games like Space Blaster or Bullet Hell games

    AcerA500 1500

    iTouch 5g, 250

    iTouch 4g, 80

    Sooooo what do I take away from this. When designing mobile games. Minimize the use of behaviours. Much to my surprise they do hit performance and what may seem not so much can actually be really heavy. Sprites with no behaviours provide ample good performance even on old hardware.

    Keeping in mind that those above values are numbers that are causing FPS to drop to 30fps

    You might want to include that somewhere. The inclusion of behaviours will impact performance; so be frugal :D.

    Here is my CAPX. I added and removed behaviours as noted above. The last state was used for testing bullet hell situation.

    drive.google.com/file/d/0B0V2EvCXNzYUaDE2YW1QbHpfRjQ/edit

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jayderyu

Member since 11 Apr, 2012

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