tlarkworthy's Recent Forum Activity

  • I run C2 in a linux virtualbox running XP (only license I own). Works great, no bugs. It is noticeably slower though on preview. I get 25-30 fps on chrome inside the box vs. 60fps on chrome on the host.

    I installed dropbox to get capx/static site out, and art into the box.

    I configured virtual box's port forwarding such that I can do LAN preview all the way into the virtual box! From my phone (port forwarded itself from the WiFi router...) or from the linux host!

    That more or less means the substandard chrome performance is a non issue for preview. I don't find the core C2 application is that demanding so the performance is not too much of an issue for development.

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  • The properties sheet.

    Tab + down arrow*n is not scalable to moderately complex games with many variables.

    It feels like it should work like the object type selection dialog that finds names containing the substring of the thing you type

  • Um. Its a bit dark. I spoke to the android who misspelled the word "algorithm(s)". Opened my backpack but could not interact with it, the objects inside, or anything further in the environment.

    Looked like good graphics but it was hard to see.

  • Most actions in C2 I can do with keyboard, but using global and local variables I have to use mouse to select them in the combo box. I instinctively try to use keyboard but it doesn't work. It would save my RSI a ton if I could use keyboard and not have to move my hands around so much

  • unity asset store.

    assetstore.unity3d.com

    they are 256x256 but I suppose you can downscale them

  • "If a tree falls in a forest and no one is around to see it, does it need to modelled?" -- Way of the Game Dev

  • There are 2 reasons for using base64 string to load images in web apps.

    1.

    When a browser fetches an image from a URL, it does so asynchronously. A browser can have upto 6 asynchronous requests pending at the same time. So if you have 20 images (or .js dependancies) in a document, the last 14 will block until the first request is complete in a queue.

    So people who *really* care about speed will encode the image data as a base 64 encoded string. This is about 30% larger than an image file, but it has the advantage of being able to be embedded within the HTML document, so no independent, potentially blocking, asynchronous request has to be issued.

    So that't the mainstream reason why people use base64 strings with images.

    2.

    Because the browser can load an image from a string, it also provides the opportunity to programmatic generate the string and alter it. So you could write some JS that loads an image, changes the colors, serialises to base64 string, then inject into a sprite via a base64.

    If you have lots of images derived from one base image, you can save a ton of bandwidth rather than encoding every color and making the user fetch every hue of image from an URL. (an images are the biggest bandwidth hog in web)

    I have no clue whether this is a feasible strategy within construct 2 though, I am talking from experience writing normal web apps.

  • connect the reds to the greens.

    The reds are outputs of components (e.g. angle of enemy from radar)

    The greens are inputs (e.g. the thrust of an engine)

    By connecting the things you are saying I want the thrust to be proportional to the angle of the enemy, which *turns* the component.

    Each connection is really the transportation of a number to another component. By connecting your ship in weird ways you will be able to get it to track enemies and all kinds of other cool stuff (like detonate a nuke when near an enemy)

  • Yeah doing it via WebGL is not great.

    I think there is a convoluted path to do what you want via

    base64 injection

    but I have not done it myself (but wanted to)

  • I see you. You have a ship with 3/4 sides guns. I fought you. I won 14 components to 13! A very very close match! Haha.

    You should see a list of players in the lobby. If that doesn't load there is no point hitting "edit ship"

    Something must be funny with FB authentication. It *should* load your server data when you first hit the page, if you have an account (which you do). Then you should see your server saved ship in the normal missions. It should also load all your XP and display it when you first hit the page too. If neither of those things are happening then its not connecting to firebase properly. I'll try and regen an account here and see if I can repeat the problem.

    EDIT:

    Which browser are you on?

    Try pasting the output of a CTRL + J the javascript window. It probably has some errors somewhere that would help me.

  • I built the Firebase plugin to do this kind of thing without a server. Firebase's hosts are served off a CDN and are a million times faster than anything you or I could afford bandwidth wise.

    I played your tanks game but I got lonely :(

    I don't understand the radar, it it's coordinates relative?? It seemed to be taunting me but I could never get anywhere. I got stuck and annoyed in the wall maze too. The walls are waaaay too long to be fun trying to navigate whilst moving at snails pace.

    I want a fight though! It will be awesome if enough people are online at the same time.

  • Yeah multiplayer is a bit ropey. Hit the facebook icon on the top screen. Then you will see a list of players (e.g. me) Then you can fight your ship against mine. I think there might be some scroll issues to fix on multiplayer but I need dudes test! :p

    Once you have logged into Facebook, your ship and scores will be remembered forever.

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tlarkworthy

Member since 17 Oct, 2013

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