jayderyu's Recent Forum Activity

  • Though I would try to help. But the controller and CAPX works on my computer fine.

  • Yes

    There are 3 license types.

    1. Free but no effective support.

    2. Cost, but they offer support of advertisment

    3. Free, offer support of advertisment, but take a % off of eash IAP or sell.

  • tgeorgemihai

    That's because in the current design programming model it would be very poor. But in my reply that's not what I was inferring. What I see is that C2 will evolve into more ways to avoid keyboard coding down the road. As it does so this would make drag and drop development easier.

    Also Codea Air access projects on a main computer. This would allow for assets control for projects.

    If one broadens the scope of how programming works as C2 does now. A decade down the road could produce very producable results on a tablet device.

    So instead of pushing what there is now into the future. Instead theorize what could be done.

    Keep in mind that that the users of the model T car would never have imagined modern big rig trucks to transport large amounts of goods.

  • For CocoonJS you can't use any HTML DOM objects. Stick to SpriteFonts and make your own bits. Using Touch Object Sprite called button works well for buttons.

    XDK for IOS uses PhoneGap. Don't use either. Stick with CJS or make the effort to use Ejecta.

    You can also check the logs in CJS to find out what is causing the problem.

  • Yep that's the one. I don't have an iPad either. But I thought many of the auto complete tools are nifty. I think a C2 on tablets would be awesome :) But C2 is going strong now and doesn't need to move on yet. Maybe 5 years.

    But thinking about all of this. Since Ashley is already making the gameplay elements already in JS. Only the core engine needs to be redone. So in theory once C2 is ready to move on. We should have access to all the C2 plugins and behaviours making C3 pretty strong tool.

    Very looooong wait though :D

  • I suspect this will be Construct 3 in about a decade.

    I think it will be about a decade before using tablets becomes mroe common as developor tools. Right now there is still a few hindering elements.

    But I already saw a game maker on the ipad. I don't recall what it was called but it has lot's of auto completion elements and tons of drag and drop stuff.

  • slice them up as you have them. Pute them in 1 single sprite as different frames(don't foget to turn set animation speed to 0)

    turn on snap to grid then you can place manually.

    if you need to place dynamically. Then justifun is the better method to do it programattically.

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  • Are you refering to Cross Bar Media that Sony calls it?

    I suggest rather than saying it's impossible try reading up some tutorials.

    It's pretty easy. just move a sprites left and right.

  • I think C2 should follow mrchay path on getting C2 to create the APK. mrchay managed a 20mb tool that will compile the project to APK. Works similar in concept to how NodeWebkit does it.

    All that would be required for compile to Android rather than Crosswalk. Would be that the developer has Java Runtime Environment installed.

    mrchay easy APK builder

    You can't use this practically right now as there are problems. There is no manifest modifcation, wrong icon is used, and C2 audio is not working(crashed out). But it's a 2 step process.

    1. Copy all files into the HTML5 folder.

    2. Double click go.bat

    Boom you have a signed APK

    If C2 offered this where you can have manifest options, use the current icons and compile. I think it could then officially 100% no doubt offer Android compile. At this time I do however agree that the compile should be called Crosswalk.

  • lennaert

    Just to let you know. WebRTC does not require a server. It allows for Peer 2 Peer connection.

    I suspect this is the leverage Ashley has been waiting for. Being able to make an UDP orientated serverless simple api.

    I'm also going to wager that there will be no syncing. I think most of you are going to disappointed that your still going to need to to 80% of the networking code. But who knows. Maybe Ashley will implemented Input Prediction or Lag Compensation.

    But it's a good base to build off of.

  • Well here are some tips

    Make good use of EventSheets and Includes as discussed.

    Use Groups

    Minimize use of Global variables. Two reasons don't pollute the name space and it's easier to use the auto complete if it doesn't a a lot of junk in it. Ashley has done great optimizations, but it's just good JS coding practice to keep variables declared and fewer in each closure.

    Use Group based variables extensively

    Use Groups as a Class for Object Orientated design

    Use Functions A LOT.

    Design your game in Unit Test model. Design each aspect of your game on it's own away from from your main project. Seperate what feature it does from how it's used. This will give excellent re-use for other projects later and best of all this will reduce errors and allow you to isolate errors that come up later. Also if you Unit Test your features as seperate CAPX. You can come back later to improve the design feature. Which means your new projects can benefit from your own improved skill.

    Tutorials and the Manual are your friends as is the Search function.

    Don't bother asking can "C2 do X". 99% of the time the answer is yes. If C2 can't do it then it's a limitation with the browser technology itself. Find out if the browser is capable of X instead. Also ask "What would be the best way to go about X"

    Don't be afraid of Plugins. Many plugins are awesome and can help your work load a lot. I suggest Lunarray LiteTween to make animation life easier and R0j0hounds Paster to coalese complex images groups into a single sprite image.

    Be careful of plugins. Some are obsolete right now. Some one thought to use Rexrainbow's Function plugin recently even though it's obsolete. Some plugins aren't even updated and might not even work.

    Be careful of plugins. Don't rely on plugins as an all in one solution for every problem. There are a handful of developers who just rely on plugins and the occasional help fix on the forum. They aren't very good at programming as they just mostly copy/paste.

    Be friendly on the forums.

    Document, document document. Document as you go. If you need help then other developers can understand your CAPX because you documented it and can help faster. Also if you come back to a piece of code months down the line. You might have some funky stuff going on and documentation will help you understand that better.

  • It's really odd that your judging old phones and new phones based on C2 performance. In practicle design that same development optimization barrier is the same for all developers.

    Also an interesting tidbit of information is that a lot of games are built to run at 30fps not 60fps. It's just the logic is handled at 30.

    Take a game like Watchdogs. it's built to run at 30fps and that's on the PS3, 360 and WiiU. But the same standards apply to mobile games too. How many of those mobile games actually run at 60fps? and how many run at 30fps but were smart about animation speed with logic.

    None of us here know what your game rendering style and logic handling is doing. So we really can't say. There is also no known large mobile games with C2 to use as a measuring stick.

    However all I have is my old Tegra2 android device with my large point and click & adventure. And since all the animation was rendered at 24fps(classic double frame) and actually draws at 12fps(when cutting the double frame) all our animations look butter smooth. So while most of the time game runs in high 20fps range and dips to 16fps. The game plays smooth right through.

    Our benefit was that it's not action game though. So we can sit with very unoptimized position with a res of 1940x1280 and let the game scale. Now if we optimized that would be a different situation.

    Personally I think you should put all your EveryTick logic into a Function calls. Put those functions into a every 0.033 tick for 30fps.

    Grab R0j0hounds canvas. On every 0.33 show all the game play laters, render to the canvas, then hide all the game play layers.

    Take this as a short opinion. No one complained watching movies at 24fps for being slow and stuttering(which they aren't). So why do expect games to be at 60fps? In fact running games at a lower FPS means MORE DETAILS.

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jayderyu

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