saiyadjin's Recent Forum Activity

  • i'm not for native exporting. i'm against it.

    while they waste 6-18 months of development for native, we could get massive features and stuff, so no point.

    funny thing though is - if you follow up the news - bits and pieces of javascript are compiled into native sources (asm.js anyone? firefox anyone?)

    so that subsets of javascript run natively. performance increase is massive and games run fluently (firefox demonstrated).

    what does that mean ? we could make a JS/HTML5 game and run it everywhere. PC/PS/mobile and all the other stuff from post above.

    funny thing though - while you guys whine and complain, you could have already made 3 games and earned your first 100$. stop complaining and make games.

  • :facepalm:

    first of all - if you export to PC - i guess you want to give your game over through STEAM or something like that (origin).

    if you go through these - they install C++ automatically, you just have to set them up.

    also - most of today games install some kind of C++ redist package because IT IS NEEDED. - you just don't see it installing every time because once installed no need to install again.

    and trust me i've not seen a game that can't be run fluidly on any PC that can run GTA V in 60 fps. (p.s. maybe he plays GTA V on lowest with 60fps and actually has a lot weaker pc then you think).

    also:

    • for earning extra money - would not pay
    • for good performance - already we have
    • for comfortable "one click" export - that thing does not exist
    • for independence from third-party plugins - ahahahaha.. you're a funny guy. there is no such thing as independence.
  • c2 is pretty powerfull, only users are pretty weak.

    p.s. if you never programmed in something "real" like c# c++ and you miss a lot of patterns and such knowledge i suggest you spend a month or two reasearching about that. then suddenly your logic will be up by 100x and c2 will suddenly become overpowered. (some things could get an improvement true, but you can practically do anything)

  • you need to create a hash algorithm. and you need a database.

    once a player registers - you send him a game key (example: 3D5B8-A3B8-etc.. ) and for that key you save yourself a HASH

    that is generated once you pull through the whole key. (example, you get something like this: a7asdas7a6d876asdgdk12jb124).

    that algorithm must give the same hash for that cd key EVERY TIME.

    so when someone uses that CD KEY if hash is correct - enable download to that person (or whatever). OF course you can't control if it's the same person, but kinda does half of the anti-piracy job (example: i buy your game and give cd key to some friend. he plays your game like he's me but he's not me )

  • i know, but how can i move window screen lower and leave a bit of layout on the top side?

    i've tried and both only increase their size on bottom side which doesn't work for me.

  • hi guys... i have a little problem..

    i'm doing a vertical shooter, and i have to spawn something outside the top side of layer and then make it go downwards. now, when i do that with my objects i spawn them so that only 1 pixel is inside layout and they (even though they got destroy outside layout behaviour) they move to bottom and after leaving on bottom side they dissapear.

    but when i spawn my enemies (they have DoL, pathfinding, Timer, LoS and custom movement) so that only a bit is visible - they do not move or anything.

    example:

         -create object Enemy on layer 2 at (random(0,1280), 0)    - WORKS GOOD - enemy finds path and starts moving and everything is ok.
    
          -create object Enemy on layer 2 at (random(0,1280), -50)  - doesn't work- enemy appears (a bit of lower part) but only stands still.
    [/code:2ycnfoik]
    
    how do i fix this?  i want my enemies to appear on the edge (or outside the layout and then traverese into it, but i can't get any idea how to do it).  i thought about removing DoL but pathfinding won't work again because i think it checks inside layout objects only :/
    
    help, ty!
  • hey guys,

    i've been looking into some new dx12 features, and i've noticed ExecuteIndirect method, that doesn't use

    for loops or anything like that to draw objects. it just needs a table of all objects to be drawn at that moment

    and simultaneously draws them all. performance goes whoooosh, like 9% at 90FPS

    here's a link to post that i found, also i was wondering could that be converted to javascript and make drawing through webGL faster?

    http://forums.guru3d.com/showpost.php?s ... ostcount=8

  • omfg that worked :facepalm:

    and there i thought it was just a property to know the angle of movement non dependant of speed :/

    thnx

  • so i have an object with destroy outside of layout and custom movement.

    on start of layout i do this:

                     - create object 
                     - set custom movement angle 90
                     - set custom movement speed 20 overall          
    [/code:fivd9n5k]
    
    and then that object goes to the right (angle 0)  with speed 20 - wtf? 
    i've tried moving setting to "on created", doesn't work aswell. tried on every X sec (set like 3-4 sec) and then it works, but it moves 3-4 sec to right first then changes.  wtf? how do i do that on object creation? what gives?
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  • skipped. if you have

    something like this:

    if (a>0) 
         do something and then
         if (b>0) 
             do something else [/code:1fohblc6]
    
    each tick you check a>0    if it is true it checks b>0 and does events prior to it. if a>0 is false it skips the rest.  if b is false skips all under b and so on..
  • you could save time with each 0.xx sec, instead of each tick. try each 0.05 sec setting a position - it will give some relief to your cpu, but still it will be cpu intense. also there's another factor - if you use each tick - huge cpu usage, if you use each (let's say 1 sec) - you will see "jumps", instead of smooth following.

    i know for sure that cartoons run in 24 frames per second and they do look good, fluid. so try setting your options to 0.05 sec (0,04166666666666666666666666666667 s) for 24 frames following. the change should be invisible to eye, but it should give processor 3x less work to do.

    oh yeah - pin also works on each tick - so you've done nothing. funny thing also, if you have pathfinding with movable obstacles - use regeneration each 0.2 sec - worked perfect for me.

  • it's just your bad game dev skills. you probably have used some stuff where it shouldn't be used, or made some fillrate performing changes on screen which is pretty heavy on cpu and stuff.

    anyhow i think it's just you. i've never had such a problem

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saiyadjin

Member since 19 Jul, 2014

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