firebelly's Recent Forum Activity

  • So I talked to one of the product managers of IE, the guy who was running the WebGL talk.

    WebGL is being baked into windows at a low level. Couple of things.

    1) WebGL is not native, they are doing a translation from WebGL -> DirectX11 on the fly. No perf hit because WebGL is so simple.

    2) All versions of IE11 will be enabled for WebGL, tablets, etc

    3) When asked, "Native apps that use the browser control, will they have access to this?" Answer: "any javascript rendered though the os will be enable for webgl", not sure if that was the answer i wanted, but take it as you will.

    Also, it seemed pretty clear they are using three.js as the base for the api. So, they will support WebGL calls that three.js calls first.

  • I'll be at the webgl too!

  • I'm going to focus on all the webgl and IE related things, see what I can dig up!

  • I am all for feeding developers.

    DevComponents develop DotNetBar - a whole bunch of tools for use in building applications using VS - excellent tool VERY competitively priced.

    Their competitors are in the $1000's price range, but DNB is in the $100's.

    It's a yearly subscription that costs $264 for single licence when you first buy (299 with source code), and then somewhere around $100 off to renew your subscription. The great thing with their pricing model is that even if you don't renew for many years you still get the discount when you decide to renew.

    Like Scirra, they are constantly releasing updates and bug fixes (usually every Friday), they have a very active forum, and they always fix bugs as soon as possible.

    Scirra could use a similar model and I would be more than happy to support it. Maybe have a similar system that they have now, free version, and personal and business licence priced accordingly.

    But always stay competitively price - GM and the like are definitely over priced.

    Just think of Adobe - do you like them, only want a relatively few well funded customers, or would you rather have the whole creative community using your tools.

    You mentioned adobe, I love the new cloud subscription model. It's a little more in the long long run, but it also is great because it provides me with "free" updates.

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  • The subscription plans are great, because they provide a cash flow that can be planed. You can't plan sales of the tool forever, you have to expect it to be a curve of some kind. With a long tail. Subscriptions ensure you have a slightly varying plateau.

    There are many great pieces of software that run on a subscription model well.

    Visual Studio (yearly)

    R# (tied to updates)

    Telerik Controls (yearly)

    This provides the product owner a verified stream of cash, that they can hire to and plan for. It also lets them give out updates without fear of giving away something for free.

    It's hard when your product is mature, and no one is buying new ones, that you put all this effort into it, and see nothing in return when an update goes out, because everyone who wanted it, already has it.

    You also have to think about your customers too.

    For Visual Studio, when my company gives out ultimate to everyone every year, you have to remember that is a $15,000 license yearly. For construct users, I've seen posts of people who can't even afford the 100$ version.

    In the end it comes down to what your customers can afford, and if your sales model will let you survive, you have to monetize somehow eventually because the first couple years, are always great, but eventually it has to wane, just due to running out of customers. One way would be to pour some effort into the store.

    Unity has an asset store, Scirra should be the non-unity store for graphics, audio etc.

  • Here is the behavior.

    Let's call this v0.1

    https://dl.dropboxusercontent.com/u/122492/shake.zip

    Remember, shake sets the viewpoint to the middle unless you specify offsets.

    So if you have very custom scrolling, it may get "weird".

    One example is: The game starts with scrolling off. When the player hits the middle of the screen, scrolling is enabled and center is set to the middle of the middle of the screen. If the player shakes before he hits this line, the shake function will make the screen jump to the middle.

    I think the next version, I'll tweak it to make it really just lock on to the sprite itself and not the middle of the screen.

  • Sounds good, this just came up when I had some enemies that were floating, and one part of the level, the player ducked behind a ledge forcing the enemy to hit the ground.

    Wasn't sure if it was an easy fix or a big todo.

    Thanks!

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/122492/speedguy.capx

    Steps to reproduce:

    1. sprite with bullet function set to bounce off walls

    2. force sprite to slide on wall

    3.

    Observed result:

    speed increases greatly

    Expected result:

    speed does not increase

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Construct 2 version: r135

  • What kind of shake? X axis, y axis, orbital?

    Right now it's an ordinary x/y shake which comes with scrollto.

                        var a = Math.random() * Math.PI * 2;

                        var d = Math.random() * mag;

                        offx = Math.cos(a) * d;

                        offy = Math.sin(a) * d;

    What would an orbital shake look like?

  • I don't know if anyone else needs it, but I'm working on a hack of the scrollto plugin. It basically gives you the shake function, but doesn't do the scrollto part. So you can do a shake, but also use custom scrollto/lerp functions at the same time. I added an offset to the shake too because it is based on a center of the screen starting point.

    So if your character is always 200 pixels below center or something, you set the yOffset to -200 and it will adjust the shake accordingly.

    If anyone is interested I'll post it, but I'd like to take suggestions too.

    Description: Shakes screen for a set number of seconds and magnitude. Also has settings for an offset since the shake assumes screen center. You can pick where it shakes. Best case use, attach to your main character who is in the middle of the screen.

    Version 0.1: [http://dl.dropboxusercontent.com/u/122492/shake.zip]

    Future updates: Option to attach to a sprite location instead of center, so you can pick between offset/stick to sprite. Possibly add orbital shake?

  • Has anyone else found a work around for something like this? Or a way to do it that isn't even a work around?

    Not really looking for "on save load". Looking for "Save(name) exists" boolean.

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firebelly

Member since 10 May, 2012

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