jayderyu's Recent Forum Activity

  • Ludie and Scirra are at odds with each other.

    Ludie doesn't provide detailed enough changes to there system. So Ashley can't usually update the the plugin accordingly. So Ashley made the point very clear to Ludie that there plugin needs to be updated by Ludie.

    Has Ludie updated there plugin; not that I know of. For the most part Ludie has washed it's hands for the most part when it comes to C2. Happy for us to put there games on, but not really forthcomming on assistence. Of course if you payed for there optional license I'm sure they would be much more helpful.

  • Ashley

    They only had 1 frame, but they might have still had the frame rate set to 5. I will check that out and do some more tinkering.

    Again, I don't feel this is a killer problem. I checked what IOS devices are still running on IOS 6, and it's only %33 apx. And devices running IOS 7 seem to run very well. And my Acer A500 runs on an early version of the Tegra2 which wasn't very well GPU acceleted. I get to run GTA3 and games, but dosn't run as smooth as the later Tegra2 chips. Let alont that most of the industry is Tegra3+ or equivelent. Most of the problems with Android is OS version number.

    Though it was still odd at the time that sprites that had no visual impact were still eating up processing. I'll check things out some more and share the test capx. maybe I'm just doing something terrible and overlooking a detail.

  • Here is simple CAPX showing persistent touch

    I'll need to write this up as a tutorial. I see this question asked here and there still. Anyways. It's a minimal stripped capx to show how to handle persistent touching.

    Tested on a iPodTouch 5g.

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  • The mistake is the general use of Touch and Touch.TouchID

    Check out the tutorial for Touch Analog. While you are not needing the Analog part. The classic touch analog solves yoru problem by using Touch.TouchID properly.

    In Perlin case of Touch and Colludium doesn't handle Touch.TouchID appropriatly.

    How you want to do this is

    Part 1

    On First Touch object BlackBackgound

    then set TouchID2 = Touch.TouchID

    Touch is in Touch BlackBackground

    Touch.TouchID2 = Touch.TouchID

    then do bullet actions

    [do not set the TouchID2 again. Only set it once at the first instance of touch]

    Part 2

    On Touched colourBTN and Touch.touchID != TouchID2

    then do button action

    Part 3

    on any Touch end

    Touch.TouchID = TouchID2

    then touch_id2 = -1

    and that is how to effectivly use multi touch.

    I think I'm going to have to make a tutorial on this.

    Perlin can I use you capx as the template. It's simple and effective for the use of a multi touch tutorial.

  • Ashley

    I found this interesting since we are talking about 500 object count on mobile performance. I found that even invisible objects(on screen set to invis or off screen), with collision off(set on the sprite property). I found that my iPodTouch 4g was limited to 500 objects to maintain 30fps. I was limited to about 120 objects visible and 60 objects that moved(collision on/off).

    So there is certainly a performance hit just for having sprites exist even if they are not rendered, have no collision check in either the sprite setting or events.

  • AvidlyWildGames

    I noticed there a long day for the game to load. For me it's about 1 to 2 minutes. I heard others around 5.

    During play I get an occasional Garbage Collection pause or at least that what it feels like.

    The game is sooooo freaking hard.

    If I may make one suggestion. I know that the period classes system is the only persistent element. But it would be great if leveling did offer a small persistent bonus too. But that's just me. Leveling feels of very little worth when there are some fab champion items.

    Otherwise great game, well made. I'm glad to see such a well done game in C2. Gives more weight when talking to people that C2 is a good choice for 2D games :) you all rock at AWG

  • I want Functions to be based on the variables part of the engine along with allowed name spacing. I would love that sooo much.

    As it is now it's a pain in the lower back region, but I can still work with Function. Also I so much prefer having Function than not. So thanks still for having Function.

  • Is this profit share, milestone, project complete or periods of time payment?

  • I would suggest not tying your gamepad data directly into your player movement loop.

    I suggest using state based system instead.

    on 1 loop 0 to3

    check what ever state of gamepad loopindex

    --player.set button/direction based on gamepad

    on another loop 1to4

    if player.direction = "right" simulate control right

    There are three reasons for this design model over the style your doing.

    1. by using a state model it's usually ensured the input is valid and less likely to be interupted.

    2. it's controller agnostic. So you port to other control schemes, keyboard/mouse, touch analog, touch swipe....

    3. it's client prediciton ready for online. This one you likely don't care as much about. but it's good practice anyways.

    It's a little more overhead to get working, but the ROI is worth it if it's good design.

  • You should be creating custom variables to ID each player object. relying on different player objects is not a good way to design anykind of multi control system.

    1 Player object, create isntances, name each instance for each player

  • nope. It's a browser problem and it really sucks. Out of all the problems this problem is a killer for online game s ;|

  • PePPo

    Ok, I have the same problem almost. My game isn't done, but the assets are kicking over the 50mb point and when the game is dnoe will likely hit 100.

    I can't give you a %100 how too, however I did bring this point up with Ashley and he did make a suggestion. Just know that I cannot validate any of this.

    0. Your game even when exported through android needs to run off a server

    (this is the part i'm not %100 about, get Ashley to clarify)

    1. Export your for what ever android style you want.

    2. strip the assets out

    3. put your assets onto the server that hosts the game.

    4. Let players know that there are assets to download

    5. The game should download the assets from the host only once(unless there is an update)

    There is suppose to be a way to handle large games. But here is my suggestion. emai Scirra/Ashley directory and get his help. Since it seems no one else has done this yet, no one has gotten the clarification to do this.

    Personally I would rather have extenion APK so that I can make expansions.

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jayderyu

Member since 11 Apr, 2012

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