jayderyu's Recent Forum Activity

  • DatapawWolf

    the answer is yes.

    Put in the IP address in the client version. You host or have a host for the server version. Nothing stops this version from anyone writing a server using C2 code. Once you achieve P2P, you can just set up one pear as a server.

    The requirement for coding a server in another language has been the only hurdle for C2 online service. It could be done by anyone to do online. It's just that most C2 devs would rather use C2 to write a server. so we are a go now.

    I'm looking forward to brain explosions people are going to have when it's releasef and find the complexity of network games :D

  • No performance difference if you code the movement well. If you overload it with superflous math of course performance will go down. Other wise there is no difference.

  • I'm leaning that this is coding problem. Without knowing more about your code we can't determine the problem.

    There is of course the persist behaviour that you don't want to use, but are your objects set to global?. How about creating a simple capx that we can take a look at.

  • Those questions mostly determine by the game itself. If your game is running at 1980x720, then you want large sprites. If your game is small res say 640,480 then you want smaller.

    However you can always scale sprites down. So bigger sprites are better. Then use a progam say GIMP, photoshop, Paint.net to rescale the sprites yourself.

    PNG is better most of the time. however if you can get source files to go along with them then that's even better. So if he uses Photoshop ask for the PSD files along with the PNG.

    yuv makes a good point. Rendering is best with bit sizes as mentioned.

    2048x2048 is the MAXIMUM size of most graphics card. Never have a sprite larger.

  • This isn't that hard, but does require some initial setup and decisions.

    Are you using some text object or are you using images. Maybe both.

    If your using images you should then use animations with the language support. Just change the images based on the language. Also do a section where players can change the language variables based on images.

    If your using TEXT. The best wave is to create varible JSON/XML files.

    I've done this once before so it's not that hard.

    I don't know any other languages so this is just a pseudo example.

    language.en

    HELLO : "Hello world!",

    TEST : "This is a language test"

    language.baby

    HELLO : "badagoboo",

    TEST : "pbbbbbbfff boodapoo"

    So no you have 2 language files.

    Through out your game set all your text objects TEXT var to your language variable set.

    Textobject.text = HELLO

    ok. Load your language string into the Dictionary plugin.

    At the beggining of a page loop through each text object

    On Start of Layout

    For each TextObject/SpriteFont

    object.setText = Dictionary.get( object.text )

    and now you are multilanguge

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  • spongehammer

    ROFLMAO :D, your thread is now gone.

    Roccinio

    Actually back in the early days of Unity; no one would ever use Unity for a serious project. I remember looking at Unity long time ago when it was just a .NET 3D renderer. For the longest time Unity was only for the purpose of making quickplay games. Unity would never been used for anything deep or really good. but a test for Quake(i think) proved that it's fine engine. Then came along Shadowgun which pretty much tipped Unity from "toy" tool to a practicle game toolkit.

    C2 is in the same situation. What C2 needs is a couple of games showing that's it's a practicle game kit. Until then it's going to keep the same perception.

    But it goes to show that it's a perception. Now it's becoming standard that Unity is a good developer toolkit to make deep games. So now there is still no reason that C2 shouldn't be considered a full scale tool for deep games. Except for the perception surrounding it.

    In a year or two(maybe longer) people will start forgetting that there was the voice of "C2 is for toy games".

  • It's in the ribbon bar at the top of the tool kit. It's next to the Run button. It's a Bug image with a play arrow icon.

    If you don't see it. You might want to check your ribbon configuration to see if it's there.

  • NO, Physics in C2 uses Box2D which has it's own entire world. There is no way to effectivly way to mix, match or be selective. Physics has to be treated as it's own existence.

    The only way to do so would be to write a new Physics plugin that takes advantage of bitmasks with C2 Physics plugin doesn't :|

  • Beaverlicious

    lol,I agree. If I had to choose anyone in the comunity it would be R0j0hound. :D

  • Colour cycling isn't as cheap as it used to be. Back in the day when colour cycling came around; it was created around a colour and memory limination. The games in question usually had about 256 colours and used a pallatte array rather the current system of RGBA.

    So with an array the colour cycling is by changing the colour value in the array and thus change the colour of all pixel with that array colour index. Nice, simple and cheap.

    But today that's not really case. We don't use the pallette array; we use the RGBA in memory. So to colour cycling requires some for of pixel xy manipulation. So colour needs to change each RGBA pixel, offloading this on the GPU however at least takes a large load off of the valuable CPU.

    So the best way is to use a WebGL shader. In C2 you can do this. It's an effect you can similar to a behaviour; except in teh effects list. So no new plugin is required.

  • nothnless

    There is nothing wrong with the export. The Exporting of a C2 game will compact all the animations into a space efficient spritesheets for use in a C2 game. These sheets do not require the image sprites to be placedin order. C2 knows where the animation for what frame is and where.

    C2 is not an art program, it is not sprite sheet editor, it is not an animation edit. It is a JS game tool kit. Which C2 does does fantastically well at.

    Sounds like the problem was an expectation that C2 is an animation exporter which it isn't.

  • I immediatly thought of X-Com or any game that would be global and position based on a glob. While you could use a standard flat map I think this script would be an interesting edge.

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jayderyu

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