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  • That's a good point. I'm not familiar with how C2 uses audio. I do know it does use the advanced WebAudio API. maybe how it defines it. I think C2 uses AJAX calls to get local downloaded audio assets rather than putting in <audio> tags.

    Personally I think your onto something awesome for an exporting. I think how your doing process is a better path. But your right it does have some hiccups.

    Thanks for the offer. But i'm terrible at working on project pages :| I often forget about them being cought up in my active projects. but I am interested in this working as it avoids the cloud service of XDK. Not that i'm saying anything really bad about Intel and the XDK. I just don't like the idea of having to upload 100mb+ for our PnC adventure game when the assets need to be updated.

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  • Just as a report for the matter of the Android topic and not specifically addressing stevefromio

    While Android is indeed a minefield. There are good practices when one understands the Android eco system. The article is good coverage that the IOS ecosystem is very different from Android and indeed Android takes a different route. But knowing how to "play the game" of the ecosystem on Android can prove to me more profitable than on IOS. One of the large and money consuming problems is different platforms. Going from one platform to another platform on a post production can be very expensive. However PC developers have pretty much had to deal with different hardware issues for years and do so well.

    tested.com/tech/android/3724-can-an-ios-developer-flourish-in-the-android-world

    In the long run our use of C2 I feel is a doubles bladed sword. On one hand we don't need to concern our selves with platform porting. What we create is mostly multiplat by nature. WebGL in theory should by the WebGL developers take into account the multiplatform fiddly bits. However the other side of the blade is that we wait for them.

    If more developers took Android seriously such as FireAxis games X-Com we would see that success. However too many IOS developers using specific IOS code try to port to Android and expect a near 100% port. Which isn't the case. So they need sink a lot of money into the port which cuts into the profits and makes the overall effort a negative experience.

    Time is the ultimate ally of the consumer and with our current contenders Android is the going to be winner. But by no means should any one consider IOS not a successful platform. it's great :)

  • I will agree with that. And much to my surprise poor ISP connections can be found in my own city of Vancouver. My friend who lives in our downtown HUB had very poor performance in my TCP game. I suspect if I handled TCP messages better I could get around that. TCP requires more overheard to handle latency problems where as UDP just needs redundancy for lost information. UDP is probably easier in the long run than handling TCP latency.

    However as a counter he does play Guild Wars and WoW and other TCP games with no problems. He is also an active player of League of Legends, but I'm pretty sure that one is UDP.

  • Joannak

    You don't need to buy the software to have an account on the forum. Forum accounts are free. Because Forums accounts are free the rep limits are to reduce spam; which for the most part are doing fine.

    However you do raise a point. I think anyone who pays for a Personal License should automatically get a pass for many of the limits.

  • While stevio is right that Apple percentage of buyers is higher, there are more users of Android. In the end I suspect that quality games will balance out. Where as free games not so much.

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  • Well for such a critical feature to your game and posting in "Help Wanted" section rather than the "How Do I". Are you offering anything?

  • Fimbul

    I'm betting Ashley is cooking up a simple P2P set of game protocols. I'm hoping there will be latency handling and predetermine positioning though.

  • They are unplayable if there is no latency handling. While nothing can be done until the next packet comes in; once the packet arrives the message can be ignored to prevent screwing up and using the next most up to date state.

    However my C2 test multiplayer game ran fine unless the player had poor ISP connection. Almost the entire RTS genre runs on TCP, old and new MMO still use TCP even for there PvP. I've never argued that UDP performs better. I'm arguing that posts saying TCP can't do real-time are misinformation.

    Now here is what the two above posts can never prove

    Real Time TCP Games

    Guild Wars(has PvP)

    Guild Wars 2(has large scale PvP)

    Age of Empire(has PvP)

    World of Warcraft(has PvP)

    Star Craft(has PvP)

    ... there are many more, but these are some of the bigger names.

    That this small list of realtime pvp games fail at doing real-time. It's impossible that the all the nay saying posts can't do. And all the nay saying posts haver never actively proved there claims.

    As a nail

    now how about stop making claims and prove that my posts are wrong? I'm not saying UDP isn't better, I'm saying and have proven many times that TCP will pass under most games. Yet nothing but statements says the contrary

    Again the games will fail for games like Street Fighter and precision based shooters likes Call of Duty.

    I'm also not saying that Ashley should make a TCP server/client structure. If the Ash wants to weight I'm fine by that. But there are options now and people should not be dissuaded by misinformation to make that choice.

  • mrchay

    I played around with various games. I found the only that worked was the the smallest one I had. None of the others worked. So i'm starting to play around with what could be causing the crashing out.

    After a few hours I found that the program crashes with the Audio plugin... that sorta ****** But it's good to know what's not working. So critical though. Could it be the srcapk just doesn't support audio and thats why audio isn't working for me?

    Is audio working for anyone else using this build system?

  • Are you sure you got that right.

    On Touched will only trigger once

    Is Touching will trigger every tick

    On Pressed should only trigger once between a down and up.

    Where as Is Down will trigger every tick.

    As for Ouya I can't say what they are doing. Is it stanadard. i don't know, but I know Ouya controller has some odd quircks that aren't standard.

    Zharzew

    can we see a sample capx of the problem.

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jayderyu

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