part12studios's Recent Forum Activity

  • yea well one thing NetOne that could help with the long line problem is to have a count.. so that after so many ball/lines are made the oldest get destroyed but exactly how i'd do that.. i'm not sure yet.. it's an old game i made with gamesalad that i want to modernize and C2 has a lot more options than GS ever did so I know i could really blow it out of the water.. but yea have to work it out first..

  • wow that's really nice. so it looks AWESOME when you move slow, but see how it breaks into pieces if you zip across? I need to find a way to make ita solid no matter how fast.. world of goo example is continuous.. and i mean maybe they are using tricks like vector or something which C2 can't do. So I get it if maybe it's not possible..

    My best idea so far is that maybe figure out a way to make square sprites stretch and connect each dot.. maybe slow down the spawn rate to 0.1 and let the linking between "points" be what fills the gaps maybe. I remember one time figuring out how to stretch a sprite between fixed point and mouse position. makes a nice "elastic" effect when done right.. just have to remember how to do it

  • R0J0hound what is the purpose of force own texture?

    NetOne that's interesting, i never knew about that approach!

    the one thing i do seem to have trouble with though is that i'm doing "while in touch" with surface which is effectively "every tick" I believe.. however if i move too fast.. you see gaps in the balls which breaks the effect. i think that the effect in world of goo likely does some kind of vector / fill.. where we have to use sprtes.. one thought i had was to do some kind of stretch effect.. i don't have an exact system worked out but

    The purpose of the question is that i want to be able to draw lines similar to world of go.. that are unbroken solid "drawn" lines.. that would vanish after say.. 1 second.. basically just like the world of goo effect just a little bit more of a delay before the line vanishes.

  • Hi everyone,

    So I did some testing with families thinking this would be the trick.. but what i'm trying to do is make an effect like it is in world of go. here is an example

    Subscribe to Construct videos now

    the idea was that the toon effect I thought might be able to surround all items in a family.. since i know each single instance doesn't act this way. however my testing so far has come up with the same result.. each instances has the circle around it.

    Thanks,

    Caleb

  • yea i may rename this thread to "consider cocoon" heh.. I've been lucky really. performance for anything I've ever made has been great on both. I don't know what games people are making that struggle but it would be interesting to find out what games struggle. maybe there is a common issue or certain issues that are inherently more cpu demanding and don't play well with the wrappers (XDK or Cocoon) since they both approach things slightly different.

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  • cool, honestly i think they are both equal for the most part.. i haven't made a game yet that performed bad on either. even the bloat on crosswalk i don't really care about. as long as plugins work i'm happy. i had no problems with xdk / plugins this time which was nice because i've fought with them before and it was hell.. cocoon dropped the ball on my latest game with the admob plugin bug their servers had.. and then the blackscreen problem was disappointing.. but yea xdk was good for me this time. What is nice though is when one fucks up.. at least there is an alternative. and XDK has fucked up royally in the past.. so I have no faith in either at this point.. my next game i'll probably try cocoon again first just because their plugin management is superb and the single image that makes all the graphics you need in one action are glorious.. but yea if i can't get games to work then i'll try xdk as a plan b.

  • I don't know about webview.. i just know in xdk i built for android and the apks were bloaty... where with cocoon io it wasn't. Maybe there is some trick I don't know about, but this was only like last month that i did it so I don't know how long it's been since crosswalk was phased out. I haven't touched XDK in well over a year.

  • I'm happy to help test anything out, but I don't have the plugin itself. you said there is something i can download now? is the plugin available to test out before buying? I wasn't sure. I got kinda burned with Q3D.. I bought it a long time ago and he still has no tutorials for it!

    It sounds like you're doing it right though. releasing tutorials and understanding that we need building blocks to work our way up. I don't think it will take a lot (i hope) to make sense of it, but still i'm sure there are some unique concepts that need to be understood before we can get creative with it.

    Let me know where I can find what you need and I'll test it out asap! I am technically in computer limbo as my macbook pro is in the shop getting fixed so i'm on an older pc that needs to get xdk installed. i dont' think i have a suitable p12 file to do iOS till i get my mac back but i should be able to do android in the meantime and i have an older Samsung Galaxy S4 so it will be a good test as it's an older (but was high end in it's day) so it should be a fair assessment of a reasonably modern android device. If it runs a 3d game poorly then there is something wrong with the engine/plugin, not the phone.

    Thanks!

    Caleb

  • I did recently make a cocoon io project:

    https://itunes.apple.com/us/app/humped/ ... 73409?mt=8

    then i hit a snag with cocoon io (their plugin database got messed up and i was getting a mysterious black screen that i couldn't get to go away..sooo.. i moved over to xdk to make this one:

    https://itunes.apple.com/us/app/smod-th ... 54828?mt=8

    I was overall pleased with my return to xdk. I did HATE all the icons you have to submit manually.. Cocoon IO does it all with one graphic. Built times were fast on both. Cocoon IO's still got XDK beat in APK size. Cocoon IO makes APK sizes that are a fraction of XDK's crosswalk.. performance wise I couldn't tell a difference. Both were snappy.

    I liked using cocoon's native plugins and it's just nice to not need to rely on unsupported ones like the cranberry ones (Sang Ki is a great guy, he just doesn't have time to address issues promptly) where the cocoon ones are officially supported for C2 so if something isn't working you can bring it up and get some support, though they are not fast when you're a silver or free user.

    In my case this time though, I found that admob and google analytics worked with with XDK. Overall I felt fairly 50/50.. though my next game I will start with Cocoon IO and this time hope the black screen problem doesn't come back again. That crap is annoying. I can never really clearly get an answer to what is wrong and why it's doing it.. knowing the nature of the problem could better help me understand where I'm doing something wrong to fix it.. anyway, at this point, I think they are both great. Cocoon IO is better for smaller android apps but frankly I still see android as secondary... and iOS as the main and in both cases iOS apps are small.

  • I'm interested in this plugin, but is there not a way as the developer that you can attempt to get one of your projects on mobile and give us solid answer about performance? All you need is an android phone and xdk.

    It shouldn't cost you anything aside from the phone (maybe you could even borrow that?). If you could offer honest results about mobile I think 1. you'll be surprised that games made efficiently may still run great. If the game runs fast in the browser of a phone there is no reason it wouldn't run fast in a wrapper like cocoon or xdk (cordova) because THEY use the same native browser to run the game. If you could show people how well a game can run on mobile, you would likely drive more adopters (customer$$$) to buy your plugin.

    I would also LOVE to see the workflow of this engine. I see a glimpse of it.. could you or anyone make a basic tutorial to help walk us through the steps? Could you make a video that goes step by step to do something simple.. then maybe make a second video that builds off that simple "here is how you position the camera.. create solid ground.. create an object. maybe spawn multiple objects in a second tutorial and show how physics would work.

    I'm happy to buy the plugin and become a supporter as I have a game that I really want to make in 3D but unity and unreal are just not fun to work with and i love c2..

    maybe you include a bunch of capx files that show each feature? I understand there may be some learning to it, but what I didn't care for with Q3D was that we had what felt like no support and it was confusing to make sense of it.. even with examples.. the examples were too complex to unravel for me personally at least.. and i never saw many people do much with it so i suspect it wasn't just me that found it tough to figure out.

    Thanks,

    Caleb

  • Awesome thanks for the function plug. i'll explore it for sure. i do think it's time and i do tend to get games that get unwieldy after awhile.. this pause stuff is a great example.. getting it to work wasn't terrible but it's the 10% that becomes a pain in the ass to manage..

    overall the pause isn't that big of a deal.. http://part12studios.com/temp/Games/Fin ... gerKing06/

    but yea i think for now i'm going to strip pause out of the game for the sake of time / gameplay and just make it a game where you don't get to pause (btw to pause you touch the green button then move back to the green button).

  • Yea actually that does sounds like a good approach. I'm a fan of workarounds.. lol because they tend to get me moving forward faster than the answer I think I want.

    Also I didn't know about the every x seconds still working with time zero.. that definitely could be manipulated to be helpful. I might rethink that because the biggest bitch has been objects freezing with physics. you have an item falling and then freeze it (using immovable parameter) and then unpausing kills it's velocity so it starts from zero again which is "ok" but we all know that wouldn't be how it should behave.

    Functions sound cool but I can't seem to comprehend them. Any time I try to make one I seem to not do it right and it doesn't work. I'll have to find a good function tutorial out there to once and for all teach me how to use them correctly. I've never made a game that uses them.

    Thanks!

    Caleb

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