Tylermon's Recent Forum Activity

  • Hopefully this is useful to finding a solution to my problem. CapX attatched

  • Can you post the code might be easier. As I noticed it seemed to start lagging at the speed increased so maybe there are something not quite right?

    Essentially:

    On Line Created
    {
    Line speed= gamespeed;
    } 
    
    Every 5 seconds
    {
    Gamespeed+=15;
    Line speed= gamespeed;
    }
    
    Objects overlap(Line&EndLine)
    {
    Line.destroy;
    line.create;
    }
    [/code:32dhhkx1]
  • Think you misunderstood what I meant.

    Im talking about the shapes that drops, how do you make them stick to each other? But from you description I assume that you don't, and you just apply the same speed to all of them?

    Exactly. Currently they are not stuck together. Only the same speed is applied

  • Ok can see what you mean. However its hard to pin point where the problem is, how do you match them together?

    Is it a set position to imagepoint or are they pinned?

    Those rectangles at the top are spawners. They spawn to image points.

    Everytime a line touches at the bottom it is destroyed and a new one is spawned.

    My theory originally was as follows:

    I have the objects spaced equally

    The spawner and destroyer are also spaced evenly.

    If I destroy an object and create it at the same step, then the spacing should remain true and have no gaps.

    Obviously this does not work, or there are some pixel errors based on custom movement.

    Now I need a way to adjust for this and prevent this gap from happening.

    edit:

    Another reason for error i imagine is as the objects get faster they might overlap the bottom destroying object and this creates offsets as well.

  • click and let it run for a little bit

    I should mention I have been doing a good deal of optimizations, so it takes a minute or two before the issue happens. Out of ideas on improving it even further though.

  • Bump.

    And some better explanation.

    I have two+ objects falling. I always want the object on top to be in contact with the object below it.

    If there is a way to check if an image point is in the collision that would be great. Otherwise are there any other workarounds?

    I spawn them and have them moving the same speed but over time these objects get further apart creating gaps.

  • Essentially I am spawning objects that scroll down the screen. For the most part they spawn and stay where they are supposed to. But sometimes they will be too far apart. How can I bring the objects together?

    Is there a way to check if a specific image point is in collision?

  • Tylermon Actually I disagree with you but there is no need to debate the issue.

    Then add to the discussion. You literally have a thread driven for debate and discussion on the topic. Picking and choosing which views to refute or rather dismiss hardly helps people make a decent decision on Html5 being or not being the right tool for their needs. It is possible I am not aware of some aspect of html5 that you are, or perhaps I know something about html5 that you didnt. I only ask you share your opinions because everyone can benefit and then form their own.

    ---------Back on the topic of Html5 vs Native----------

    One is more than welcome to develop IOS apps in xcode, and then rewrite the same app for android, and write it again for windows. But most developers don't have that amount of time.

    Html5 has a huge advantage of being written once and working on every device. For near native app performance simply use a wrapper and make a hybrid app platform specific.

    Is Html5 perfect for every situation? Absolutely not. When you cross a line into needing high security and high performance. Native code is your best option...at least for now. And some platform specific features are not available from html5 based apps(yet).

    But if getting to a market quickly and cost effectively for near native-like performance is what one desires. Html5+wrapper of choice is perfect.

    I do have to say however, if one intends only to publish to lets say the apple store. One market, on only a handful of devices they should be making native apps.

    ---------------------------

    And on the topic of fragmenting.

    Html5 does have it pretty hard here. There are many browsers to consider, and each offer more or less functionality than the other. This is often a challenge with Mobile web apps. However, wrappers help negate some of those issues.

    That does not go without saying that native apps don't have to worry about fragmentation. Just think of how many IOS versions are out there. Each version needing to be maintained. This goes for android and windows as well.

    I still have to say fragmenting and these browser and device differences is the hardest part about Html5 development.

    In the end it really comes down to personal needs. I wouldn't say "HTML5 is NOT [the] right tool to make mobile games". I might say 'Html5 is NOT the BEST tool to make mobile games' But I would say 'Html5 IS the BEST tool to make cross platform games'.

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  • My latest game is nearly complete!

    No longer Taking requests.

    --------Sound---------

    Time to roll in some sound.

    I need a techno/electric soundtrack that loops and sounds nice even when sped up. (the audio in the game gets faster over time)

    I also need some related sounds that fit in with the soundtrack when buttons are pressed and such. (very simple sounds, actually probably only 1-2 short sounds)

    -------Art--------

    I have some placeholder images.

    I need to step things up.

    Not 100% certain on if I need to hire for art just yet.

    However, if you can draw lines you could get the job.

    I need about 8 lines drawn. Each line is 100pixels by 300 pixels.

    Some sort of tron like look is desired, and the lines would fit together nicely.

    Also a background image. Something to fit the theme. Might just do a sort of black with stars that scrolls.

    -----------Contact Me-----------

    No longer Taking requests.

  • After a day of of Xpath I decided I could get things done faster without it. Learned a good bit about it...but not enough to marry it to my game.

    Xpath and XML put aside...

    I got random generation working.

    Progress has come pretty far.

    All thats left is:

    -Background

    -Start sequence

    -Hi-score

    -sound

    -few other things

  • here is the first ever pic of my game !

    see what i mean about the rectangle and the scml animation?

    Your spriter object can be rotated and acted upon independently from the rectangle. Or, you can always change the angle of the rectangle itself. I am guessing you are using platformer movement. You might want to switch over to custom movement as you will have more control over functionality.

  • I just have to say OP is going about this entirely the wrong way.

    Native is not better than Html5 code. Nor is Html5 better than Native code.

    The real question we as developers need to ask ourselves is WHEN it is appropriate to use one over the other or, perhaps use a hybrid.

    The main advantage of native objective based languages is having access to a devices core features. Things that we cant access with Html5. Take Siri for example.

    Is Native code going to be faster than Html5? Certainly. But at margins that we as developers can typically ignore.

    Full fledged games honestly don't work or meet mobile demands. Oceanhorn was brought up. This is a console grade game. Tons of people bought it. But fewer took the time to sit down and complete it. Why? Because mobile users don't look for console grade games. When people want to play actual games or have the time for an actual game they go to the computer or consoles.

    Mobile games for the most part are relatively simple, and don't have a ton going on. Html5 is perfect for this. Unless, like I mentioned you want access to some device specific functionality.

    If you honestly need over 1000 sprites at any given moment . I think you are going about your game design poorly.

    One of the key tricks to mobile development is faking things. If you want a living environment, don't create a few hundred sprites to bring the game alive. Create a background image, and animate a few places throughout. Use sprites to help in believing something but don't go all out in creating vast scenes of sprites.

    The ONLY time I have had really bad lag issues with Html5 on mobile devices is when:

    1. Testing on old outdated devices. These devices are generally not supported by even native developers so it is a non-issue

    2. Testing over lan with debug mode. It kills the frame rate. I can go from playable smooth gameplay, turn on debug and BOOM game is stopped.

    3. Thats actually about it.

    I also have to mention this. You always hear developers having this conversation. Html5 or Native code. Which one is better?

    But I think everyone reading this thread needs to realize is this:

    The users, the people playing the games. They are not bringing this up.

    Why?

    Because they probably can't tell you the difference in Html5 apps vs Native.

    I dont know about you. But My games are not targeted at developers who care if the game is Html5 or some objective based language.

    My games are targeted to people that only care if the game works. And Html5 works just fine.

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Tylermon

Member since 26 Nov, 2013

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