firebelly's Recent Forum Activity

  • 04 Dec 2011

    firebelly

    I know! :( Figured someday someone might want it.

  • If you want a "stop" function you can edit the behavior.

    Add this to the edit js.

    //////////////////////////////////////////////////////////////

    // Actions

    AddAction(0, 0, "Restart fade", "", "{my}: restart fade", "Run the fade again.", "RestartFade");

    AddAction(1, 0, "Start fade", "", "{my}: start fade", "Start the fade, if not active on start.", "StartFade");

    AddAction(2, 0, "Stop fade", "", "{my}: stop fade", "Stop the fade.", "StopFade");

    and this to the runtime.

         behinstProto.doStop = function ()

         {

              this.stage = 3;

              this.runtime.redraw = false;

         };

    //////////////////////////////////////

         Acts.prototype.StopFade = function ()

         {

              this.doStop();

         };

    You are basically saying, when Stop is called, trick it into thinking it is done. But don't reset anything.

  • I know Mipey stopped working on this, but did anyone else pick up?

    Looking to fix some issues:

    Setting Point of Origin

    Word Wrapping doesn't seem to work.

    I'm going to try and dive into it, but my skills are weak sauce.

  • I tried doing a spiral shape, like a snail shell, once I did that the jump point seemed best.

  • I wanted to try and do some ray casting. I've read that it's not possible with JS and WebGL. I get that. I wanted to start a conversation about the issue and possible hacks to do it in a slightly less high end fashion.

    Below is some google image I scraped from some Box2D turotial.

    <img src="http://www.iforce2d.net/image/explosions-raycast1.png" border="0" />

    Here you see the concept. You have a series of light rays coming from the character. This is easily done in C2 using the "destination out" blend mode and a light sprite.

    I think the real issue comes in the changing, blending and shaping of the light sprites.

    You don't want to resize the sprite, because that will change the fade on it. It will just look short and stubby and not mix well. What you really want it to cut it off as it hits an object.

    I haven't been able to come up with a realistic demo.

    I think the answer in C2 is a combination of Masks and Destination Outs.

    But I'd like to hear ideas on it.

    Couple of things. There are good sites for doing polls like this. Feature polls are not as useful as the type that allow for community driven requests and upvoting. I feel like the C2 community should be the ones driving these features. We should be able to submit an idea (not moderated) and have others vote it up or down. That is the best democratic way to do this.

    Second, I'd talk to Clay.IO and see if that service can help with multiplayer. Real Time multiplayer is a very difficult animal. Given that HTML5 is limited to the way it communicates outside of the browser, you would need to develop some sort of mini-local-server to do the back and forth. Although if ClayIO has the frame work for cross client already, I wonder if we can leverage that.

    These look ambitious! Excelsior!

  • Just some more updates. Here are some screenies and a newer video. The shooter part hasn't been updated in ages. The music is generic youtube music.

    YouTube Link

    http://www.youtube.com/embed/D3XMB7skJNM

    And here are some levels.

    <img src="http://i.imgur.com/68v2UfJ.png1" border="0">

  • Android devices vary WIDELY in speed and power. Even some of the new ones are vastly underpowered.

    30 FPS is really good on mobile, so I'm not sure what you are trying to hit.

    You can't really use physics without WebGL on mobile I'd say. You can, but it can't be a major game mechanic. One of the best C2 mobile games out there does just ok on mobile with 1 physics object moving around and some physics ground.

    That said. In 3-4 weeks ludei will release an update to the cloud compiler that is WebGL compatible.

  • I used the physics template for a puzzle game, where squares fall from the top of the all and stack at the bottom.

    I wanted to know if there were tips or tricks to get this to perform well on a mobile phone.

    I was thinking one way to help is when the bricks hit the bottom, they disable physics and become dormant waiting for a click instead of helping bounce things around.

    Otherwise, I'm not sure.

    At most I can have 30 blocks falling and doing physics calculations..

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  • So the google compiler, most likely throws warning, but it would also be nice if there was a code analysis tool for C2. "You have 24 objects with default names, is this correct?", "You have more than 20 items in a folder, consider making subfolders"

  • I use a tool called R# in Visual Studio when I do C# code. It helps me do things like refactor my code and make it generally nice to look at.

    One thing that I love on it, Find all unused assemblies and remove.

    Basically if I have code that would bloat my application on compile and it is not used, it finds and removes it.

    I would love to have a tool that finds all unused Sounds, Sprites, Objects and just gives me an easy list to pick and delete some.

    For those who say i'm just bing lazy, I'm getting to the point where it takes me awhile to sort through it all.

    This becomes pretty important when we talk about mobile downloads etc.

    Thoughts?

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firebelly

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