jayderyu's Recent Forum Activity

  • Played around very cool :)

  • I will stand corrected and I am in error. But that is because my error was not updating the plugin prior to checking. However not updating the plugin is also in my error :)

    Wel Rojo rocks :)

    however newt does have a point. tehre is a strange texture warping effect going on. anyway to smooth that out R0j0? Also then this raises the question.

    Since paster is a single object that allows qaud drawing. How would all of this interact to simulate the effect of the OP suggestion. As a platformer or a GTA top down perspective?

    Paster doesn't wortk as individual objects, but as a background.

    I think I will toy with paster 0.4 for a wlittle while. but any tidbits of information or even a sample would be awesoem

  • I feel like I'm 10 again :D

  • Nope. niether paster nor canvas would be able to do the pseudo 3d shown by the OP. Canvas a little close. You could draw lines, but there really isn't away to do pixel by pixel work or demoformatino of an image.

  • tgeorgemihai

    Do you know of a website that already handles the code for this kind of 2 rendering.

    newt

    If you have a sample using Paster I would love to see it :) I want to work on a demo platformer. But i'm super desiring the perspective angling that the OP is showing off. I wanted to do before. But my desire has now jumped :D

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  • Yes Santa a good mobile export that has memory management :)

  • Someone has already implemented the Copperlicht engine as a plugin. I'm sure there is also a 3D box plugin some where too.

    However I agree. I would really immensly enjoy this integrated feature. Because even with 3D there is no collision with other objects(I think). So it's not so good for platforming. However You can just put invisible blocks to make up for that.

    I have to say. You have done an incredible presentation of a suggestion. I hope Ashley does this. I do believe that 3D objects are still valid in a 2D game engine. Gameplay remains 2D, but we get the benefits of rotatable objects. So it's still a 2D engine. :)

  • heh. I think that's a good point. I think the CAPX section should be it's own version of the Tutorial section entirely.

  • I was thinking yesterday there should be a standardized block of information.

    BUILD:

    SCIRRA PLGUINS:

    THIRD PARTY PLUGINS:

    BUILD: 153

    SCIRRA PLGUINS: Function, Sprite, Array

    THIRD PARTY PLUGINS: Lite.Tween, SVGCanvas

    That way we can have an idea what in it and know ahead of time if we wan't to download the capx or if it's a waste of time because we dont' want X plugins.

    Also I think there should be general guidelines.

    * Documented

    Un-documented code can be hard to work with. In fact undocumented code can lead to loss of productivity. This leads to searching for HOW X is done or why can't Y be done.

    * Polished

    The code should be easy to look at.

    * Cleaned

    If there are disabled code. List why. Is it a feature that can optionally be enabled or is it just prior debugging code.

    * Good and meaningful description in the name.

    Example

    "foofongs Bejeweled kit"

    now this sounds good for anyone wanting to get into making bejeweled clone. the capx is downloaded. and BOOM the CAPX requires 10 Plugins of RexRainbows work(dude makes great plugins). There is a problem here.

    1. The developer likely doesn't now how much of it works.

    2. There is likely to be a lot of work to modify the game enough

    3. what plugins do what? no way to tell.

    Instead foofong should have given a title like

    "foofongs Bejewled kit using RexRainbows plugins"

    BUILD: 153(beta)

    SCIRRA PLGUINS: ?

    THIRD PARTY PLUGINS: ?

    The reason for this. Is because then other developers really know what they are looking at. Does foofong actually know how to do a Bejeweled game or is he just muddling his way through using many different plugins. The description can help out a lot to up and coming developers.

    As an example. Someone may be trying to develope a matching engine for a game that isn't anything like Bejewelled as a whole. They don't want to install 4 plugins just for a little mini game inside there platformer. So instead they just want to find the match algorythim. because foofong copied his capx and did only a handful of changes. The capx is mostly unhelpful.

  • yep. CocoonJS reports 55+ FPS. I just want to be clear I never test through the browser on a mobile device EVER.

    I just don't believe in using a browser on a mobile to play games. The graphical bar over head can cause problems. You can't lock orientation. it's just for me not a good testing devise.

    Also my test device is an iPodTouch 4g. So it's not that new or as good as an iPhone4.

  • C2 uses a right facing direction. This is covered in the intro tutorial and a bunch of examples :)

  • I like Rex plugins, but I'm always hesitent to install his. He makes great plugins. But I find they are often linked to other plugins. Board can't be used without his SquareTx/OrthoTx plugin. Not only that Matcher, InGroup, Board are all linked together.

    While this is cool. It clutters up the work space. I think personally Rex needs to compress his plugins a lot more. Board should have matcher and the shapes built in. so on etc.

    But to be honest. Rex is a smart guy. He does this because it's a good way for him to generate work. it's great that he releases stuff for free including many CAPX that I notice people build off of rather than learning C2 or programming themselves.

    But at the OP. I suggest if your going this path. just hire Rex to do some work. he will get the work done faster and save a lot of grief for you and everyone who helps(except Rex :D)

    and also why are you using RexRainbow Function? C2 has a native Function plugin already!

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jayderyu

Member since 11 Apr, 2012

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