jayderyu's Recent Forum Activity

  • Well I wish I could offer better support. But right now the big problem is Ludie(CJS team) doesn't effectivly communicate changes to the code. This often leaves Ahsley having to muddle through the Physics errors through different releases.

    Report your bugs with a super simple capx(makre sure to see if the bug is reported) and hope that the next 1/2 C2 beta releases fix the problem.

    The other solution in the mean time. Is to not use Physics. Actually in fact my game wiched used physics only for flight I had to remove.

    Also Physics is cool but sometimes Physics is often over used. How much is your physics needed. Often if you need to simulate accurate falling blocks is the the only time. If your using physics just make objects fall easier then you can work around that. Both Platformer and Bullet offer Gravity and the ability set Gravity levels.

  • That sounds really cool :D Guybrush Cloudrider sounds like a character I can get into :)

  • eh. I can't seem to figure out 100% why there is a performance drop on the explosion. But here is the capx running most of the time at 55+fps

    drive.google.com/file/d/0B0V2EvCXNzYUQWRuckViYTJGLU0/edit

    maybe some one else would understand what is happening. I know when the Animatino speed was closer to 15+ the FPS would drop to 30 and even 15. But now only 35-45. But it's still odd. Good luck.

  • Well before I ever jump on anyone in regards to cost. I often like to check out standards of living, country economy. Heck someones low amount to us might be particularly higher for them. That doesn't mean I am able to do so. But there could be valid reasons. So I like to do research

    en.wikipedia.org/wiki/Economy_of_Israel

    en.wikipedia.org/wiki/Standard_of_living_in_Israel

    themoneyconverter.com/USD/ILS.aspx

    I like to consider what values we are talking about. If I have something simple and they are offering to them a high cost. Then I'm willing to slide.

    Yeah sorry. that's small. You asking for a game that I'll work on for about 1 hour. On top of that my art skills are terrible. But I find that polish really eats time up and even on the most simple games. I would want at least 8 hours to feel comfortable on the give out level.

    $10 per game is just way to small. But maybe there are others with already finished simple games that will offer up. Heck there are templates you can use in C2 that are pretty good to work off of :). I suggest using them to start :)

  • For some reason the gyro data is in the Touch plugin.

  • go go R0j0hound. I just saw this post :D

    that's pretty much what I was going to suggest. Since the example screen doesn't show anykind of moving gameplay. You can just mask it.

  • lucid

    Thanks that's awesome and you rock. A lot of this makes sense. Since you need work in relation to another programmer and an entirely different app. It does sound better to do them in larger batches of change rather than small increments.

    You guys rock :)

  • This is weird. Animating the explosion slower produces better performance. But that shouldn't happen at all. I wonder if there it this has to do with the explosion images. I take a look at them at let you know if I find what is peculiar.

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  • Valerien

    The collision is not the problem. The app only has 3 objects to collide with. Though he should use bounding box. It's still not the problem.

    Also it's not creating multiple bombs. The Event is OnTouchStart. So even with the 1.0 second every time there is no effect.

  • Well my iPod touch 4g which isn't as good as your phone. but seems to be along the same family line.

    I turned on WebGL

    You used a TileBackground, but those should always be power of 2(1,2,8,16,32,64,128,256,512,1023,2048) and not any other. So I changed that to 256. However since your background is only of 1 colour. I made the layout BG colour to that of the image colour. I turned off clear background. Also I'm not 100% sure on this. but I don't believe CocoonJS supports TiledBackground very well and using that will cause slow down.

    You On Touch and Every 1 second is improper. and I fixed that up too.

    Prior the game ran at 30fps.

    Before changes and WebGL turned on ran at 60fps

    After changes

    For me the game runs at 60fps.

    The explosion animation kills performance. And here is why.

    There are a total of 6 frames in your animation. However your forcing an animation rate of 15/19(bullet1/2) was too high. What is happening is that C2 is trying to cycle through the animations faster than you have animations. So this is causing your animation to get into very large loops which is causing a massive performance hit. This really shouldn't happen at all. But it is being wierd. For some reason a speed rate higher than your frames seems to create a minor slow down. wierd.

    I toned this down to just 3 fps for a test and the speed ran fine. Of course you want the explosion to be more than 3fps. So do was you need. But be careful not make it to high.

  • BAnyBudde

    You know Spriter is currently on beta sale cost. So only right now its $25. When Spriter reaches 1.0 Spriter will be be put to the what they intend to sell Spriter at. With that if there really is interest in using the software. Why wait? There are PRO features now where a liscence is needed. Development of animations now will certainly be useful than later.

    lucid

    Any idea when this transition will be smoothed over? Any hints on character maps?

  • I've personally never liked the term indie myself. But the term means independent or more specifically. "NOT A BIG COMPANY".

    Personally I find the term insulting. But that's me. But yes an indie game is just like any other game. Sometimes and what I'm finding to my taste; often are better.

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jayderyu

Member since 11 Apr, 2012

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