saiyadjin's Recent Forum Activity

  • i've bought lumia 930 like a few days ago. call me crazy but that phone owns.

  • not sure if trick but definitely a performance booster.

    if you have pathfinding on your enemies and your obstacles move on screen -

    adding each 0.2s regenerate obstacle map (to family of objects) works pretty nifty and fast, instead of each tick. or per each enemy. on default settings 0.2s seems to have no effect of enemies hitting into sprites that are obstacles, tried 0.5s but then they do hit.

  • i expect my games to run on adreno and mali gpus, others are not even being used anymore. powervxr is lost case, and tab3 uses also some crappy gpu. not a problem for me, today mostly 90% devices use mali/adreno.

  • pls someone already ban these "performance trolls".

    anyway - profitability is not ultra high mega giga whatever someone said - because it's a html 5 game engine. that means - no real native performance ever. even cocoon isn't native. it's a wrapper, but a better one then crosswalk.

    if you want real native performance for android pls go learn Java and DIY, whole engine and game all over again, we're tired of listening to your whines. if you want IOS - go learn XCODE and make native game with whole engine again.

    c2 can't simply jump from HTML to C++ or Java (or both) because it would require starting from nothing to create engine (whole construct) in c++ or Java (or both) - to get native performance. so stop your whines for god sakes, because there will never be native on html. it simply doesn't exist.

    now a couple of pics for you whiners to finally get it in your thick skulls:

    http://www.ntu.edu.sg/home/ehchua/progr ... rocess.png < - this is a c++ generating code. you write your code, then you build it and an EXE pops out (step 1-4). After you run exe only 2 steps have to happen - loader and execution - that is native performance - when you load compiled code and it executes on cpu. simple as that.

    and this is for C++.

    now for javascript:

    http://qph.is.quoracdn.net/main-qimg-ab ... _webp=true

    when you write down your code it has to get INTERPRETED. that is different from COMPILE. when you get to execution step

    the nature of javascript is dynamicall so it has an interpreter that will constantly generate new bytecode. that bytecode will again run into execution - therefore you have a step more then with compiling. now you're wondering what interprets javascript - our browser. and browser is a compiled exe. get why there is no native with javascript? it can be fast, it can be good - but native - never.

    SO FOR THE LAST GOD DAMN TIME - STOP YOUR WHINES AND GO LEARN C++ OR JAVA IF C2 IS BAD TO YOU.

  • then just add solid to your enemies and they will evade each other. of course you will have to update pathfinding obstacle map regularly because now even the moving ships are obstacles to each other. use on that family - regenerate obstacle map, on each 0.2 sec. (doing it on each tick would blow up performance needs)

  • exactly. and they released heartstone for android - 1.5GB. so what?

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  • in starcraft they enter into each other (sc1) - so you would have to make them without collision detecting between them with pathfinding. oh yeah, and not solids.

  • i guess programming and dev isn't for you egyptoon. it's a tough job, if you want everything on one click to go - then maybe you should reconsider your hobby/job.

    p.s. real games (AAA) have over 1 million lines of code. i wonder if you could keep up with that. probably not. you can't keep even with c2.

  • 1. you can't

    2. you can't

    3. ok

    1 - you can't check nodes where something will move. when you regenerate map for movement it creates nodes on the map. and when you use find path it uses nodes that go closest to your target x,y

    2 - if you don't have collisions on that object and is not an obstacle then your sprite will move through it, else it will already go around it

  • great scott! already signed on it. hopefully it gets back into c2

  • sorry guys about late calling in.. i've stopped development currenty because i've broken my right arm.. hand to be more precise so i have more trouble holding mouse then before and it's gonna take at least 2 -3 more weeks before i get my hand in working order.

    in any case here's what i've intended todo:

    • plugins, effects and behviours manager
    • tutorial manager
    • how to manager (pretty much the same as tuts, but easier to find stuff and control
    • bug report system (for plugins behavs and effects - you submit a bug and creator gets a message about it)
    • i had something else on my mind and i can't think of it now

    anyway i'm finishing my pc game soon after my hand is healed and then i'm rolling with this until it's done. i hope i will make that in a time of 2 weeks max.

    -

  • i agree with cocoon js posts that it should be reconsidered for including back in. from all this xdk + crosswalk stuff it's just sad that a good wrapper as cocoon is deprecated. also with upcoming support for cordova and plugins that weren't supported before.. Ashley you really need to reconsider cocoon

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saiyadjin

Member since 19 Jul, 2014

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