saiyadjin's Recent Forum Activity

  • if you want preview on another monitor - use extended display mode.

    then preview game and drag and drop the window to that 2nd monitor and expand to full screen. next time you preview it will be on 2nd screen

  • i recommend that you use this:

    each 0.2 sec + has sight towards player

    find path to player

    move along.

    instead of using var to check if it has some value. an setting it and stuff. now 0.2 sec is way slower then 0.016s (60hz)

    but it will work perfectly on any pc and won't be as taxing when doing it each 0.016s and won't calculate stuff with vars. also your vars thing won't work good when you go higher hz like 120hz screen.

    first and foremost - good job on making your game.

    second - i would like that game if i were stuck in 1990s.

    third - if exporting was free people would overuse this software and there would be no point in buying. if you want to test it - export as html,

    run chrome on your device and open your game, try playin. (host on google drive for free).

    4th - don't blame wrappers. there's a lot of them, cordova - crosswalk and intel xdk are free ones. if you want to try something better you better pay monthly supscription to appcelerator or such people. the problems are now just a one time doing and they will get fixed. crosswalk team already made skia which seems to perform ok.

    5th - for some real interaction with unreal engine you need to learn c++ or C# to utilitize it to max potential. using blueprints is fun, but it's limited.

    also you are comparing apples to oranges, c++ is the fastest performing language currently (OOP) - and that's why it's used for AAA games mostly. javascript on the other hand is interpreted language and is very slow. also dynamical. people are working hard on improving it's performance, even the new browser from microsoft shows good improvements, and working with javascript is very free but limiting in terms of knowledge. you really have to be good with it to gain good performance instead of C# where everything performs pretty good even if it's semi bad written.

    also do you think that unreal 4 engine is free? lol. they take you 5% each sell, 30% from all you earn, then there's VAT in your country (i guess germany from your video) which is 19%, alltogether ~40%, then check other "restrictions" from unreal creators... good luck with that it's all i'm sayin.

    it can be used if you have some starting funds like at least a couple of hundred thousands and a few people to help you develop a game.

    that's the power of c2. you buy, you do, you earn, noone stops you.

    6th - let me compare your game with c2 website - you say "there's no note that there's wrapper problems on first page" - i could say for your game there's no note it's not a 3D game, no note for a pixelated game, no note for a bad gameplay that looks 1990ish, then you say "no concrete roadmaps for future" - have you seen construct3.com?

    7th - 1/3 understands the problem, and that 2nd 1/3rd usually understands the problem and says it to people like you who whine and complain about things and don't know anything. and yeah, here's your answers. also i can run all games here that were posted on my pc, don't know about phone because i have ultra old phone (from android 2.3), but recommended is 4.4 or higher.

    8th - well good job on searching the forums for posts about openSSL and crosswalk performance. now go to unreal forums and look around. they all complain about stuff that c2 solved years ago. how to this, how to that. can't do this, can't do that. i'd rather wait for this cw bug to get fixed then go play with unreal engine.

    9th - i wasn't bringing any solution to the current problem, you can't even read my first post. i've added an educational link that deals with movements, multiplayer and exporting to windows 8.1 becasue there are some neat tricks in visual studio to do it. maybe you should read post 10x first before you go into any deeper dwelling, or destroying someone's thread.

    10th - no you can't. if you don't like it, leave it. what's the point. did you give 329$? no? then stfu.

    after all, i don't even know why i answered your bullshit posts, but i know that you're just a bad bad developer whose sole intention is presenting bad things and not doing a god damn thing about it. also the way you talk is so bad that NOONE can take you seriously. some examples of you not being very effective at talking:

    "But what brings me a funny night when the Person after a long, hot journy in the morning beside me says: "Hey, it was a great night, but sry, i have HIV!"" - wtf man? please give some constructive criticism or solutions next time, don't talk like this. grow up.

    " WAKE UP!!!! ALL!!!!" - no need to scream pointless things at people.

    "1/3 have stolen the Supercomputer from Batmans Cave and saying that the own games are running without problems.... Is this a social experiment here or what!?!?! I will answers!!!!" - really? batcave? you must be really college educated academic.

    and now my final question to you - how did you help this community? did you solve a problem? did you help solve a problem? if any of these is answered by no - please leave and don't come back until you develop some human community skills.

    Ashley - now this post (thread) was intended to be a educational link to people who want a bit more inside on the multiplayer, some behaviours and monetization (free from microsoft), and this guy has really ****** me off with it's attitude. i would kindly ask you to delete mine and his posts from this thread, thank you in advance.

    whta is the point of your rumbling?

    if you don't like the software, don't buy it. move along. if you are too dumb to learn some c++ and c# for programming, then i have some bad news for you. you are not for game development, or any kind of software development.

    so i've noticed that people have a lot of issues with exporting to windows 8, and multiplayer and some other stuff..

    so i've decided to put this educational link here (or in education forum)

    http://www.microsoftvirtualacademy.com/ ... evelopment

    all you have to do is register (maybe not even that but i think you can only watch half the video then) it's free, microsoft virtual academy, it's great and helps with loads of stuff around C2 to understand and use.

  • you didn't understand my question.

    my pc can run both version (with and without render cells) at the same speed - 75FPS stable and cpu usage for both around 1.3%, so i can't see which version is better for these layers i've described up there.

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  • so i'm checking out some stuff in C2, and i was wondering if i have a 5x layered layout

    and layer 5 is GUI (a couple of static objects with collisions off, everything else transparenT) should i use render cells on it?

    also a layer where you have 2x3x5 blocks of 256x256 sprites (cloned) - should that layer use render cells too? (no collisions on that one too).

    problem is i can't test that because too powerful pc :/ always maxed whatever i do.

  • just a short question (since i don't have time to loop through 13 pages),

    would it be possible to add expressions to properties of objects?

    for example - pathfinding on some object - set it's max speed to i don't know someglobalvar * 20,

    or something like that..

    and apply that for each property on every behav, object and other stuff.. (not just for speed).

  • easy. if it's using pathfinding and los:

    condition - Los has view towards playerObject

    action - set pathfinding maxspeed +50 (from current, can be 0), and also remember to set acceleration to some number like 1000 or so (so your object will speed up to current +50(or however much you set))

    - regen obstacle map

    - find path to playerObjectX, playerObjectY

    - on path found (condition)

    - move along path

    though this will repeat itself each tick it might be hard on your CPU because of regenerating obstacle maps and stuff, so i recommend putting in first condition a "each 0.2 sec" - instead of each 0.017ms this is each 0.200 ms so it will burden your cpu less.

    also you could pull regenerate obstacle map outside of this event if you have a static map

  • talking about JS engine - they could give some time to develop at least a fast simple renderer, fully optimized and fast, because they would be the first ones to have something that works ultra fast - and gain some respect + sell it to others + become no.1 2D engine (even though i think they are already) with best anydevice speed.

  • you can do this - add a health variable to your sprite. add some hp.

    then do this

    condition - something (bullet, bomb or whatever you use to destroy objects) on collision with enemy - remove x from hp

    subevent - condition - if health <= 0 - enemy destroy (this will destroy the collided enemy)

    that way you can duplicate your sprite infinite times and have only 1 destroyed at a time. of course there's tons of other ways of doing this, but it all depends on the gameplay you want to achieve.

  • you ever heard of paint? like - use paint to draw what you need, because this doesn't explain anything.

    or give us a CAPX for it.

    but if i understand correctly, you want something like ping pong? use tan function to calculate new angle for the ball or whatever you are using

    to rebound it.

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saiyadjin

Member since 19 Jul, 2014

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