Colludium's Forum Posts

  • This has kept me (very) distracted for the last couple of months. It's a platformer (no, really!) based on a concept I cooked up with my kids a couple of years ago... It's taken me that long to put it into practice, learn C2 / game dev enough to make it feasible and for me to find time to work around my work...

    • The idea is that you will use either Keyboard or Gamepad control input (no mouse) - all implemented (much harder than I expected);
    • You can save your progress at stages as you go and different people will be able to play individually on the same computer (local storage of progress, single player);
    • There's also a rather overly-complex (for me to implement) inventory system that I'm quite proud of, for magic powers and power-ups;
    • Various creatures / boss monsters block your path;
    • Simple puzzles to solve on your way;
    • And so on....

    I haven't even given it a name, yet; the only ones I can think of are a bit rude - not sure if my target audience would appreciate my humor.... You're a bug and you're trying to rescue an imprisoned friend with the help of some rather small and supernatural entities...

    These are a few (< alpha) grabs from level 1 (of 5 planned - so far = could be more, could be less - this depends on my imagination and my patience!).

  • And this is why, I suspect, that Unity has its own (annoying) web player.

  • spongehammer - you might be right, although the blog talks about asm.js being slower on iOS... so it's an android only optimization. Same for me regarding target area - although I used to be interested in developing for mobile, C2 is really much better for desktop.

    I thought asm.js might also help on lower-end desktop hardware as well ("...close to native speeds, even on mobile...." from the blog), but since any sort of C2 browser based physics game kills my Nexus 5 anyway, I am not convinced that physics on mobile is going to be viable for a good while yet.

  • OK, I thought I would put together another one of my nerdy tests to see which was best - Box 2D Web or asm.js physics.

    Here's the test: [attachment=2:35dl1rrj][/attachment:35dl1rrj]

    And here are screen shots of the results, run on Chrome stable Version 39.0.2171.95 m, W8.1 x64.

    [attachment=1:35dl1rrj][/attachment:35dl1rrj]

    [attachment=0:35dl1rrj][/attachment:35dl1rrj]

    On Firefox, both asm.js and Box 2D Web topped out at 701 objects / 52 FPS.

    Is it just me, or does asm.js seem to offer no discernible improvement over Box 2D Web (at least for this bouncing ball test)? Subjectively, there was no difference between how each test appeared to run on my laptop. There might be situations where asm.js offers better performance and I would be interested to learn what these might be, but I don't see any evidence of that in practice.

    In light of these test results and the apparent stagnation in asm.js physics development, is it worth dropping asm.js and then implementing full Box 2D physics?

    Edit to tag Ashley and to say +1 to all of the suggestions above.

  • If you are using sprites for your platform objects, disable collisions on the sprite in question.

  • I think you can achieve this by using Global Layers and a shared event sheet.

  • Set the master volume to -50 dB when you mute; the music and sound effects will continue to play too quietly for you to be able to hear them.

  • Use the timer object and smartly name your animations....

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  • What only matters is how your game performs on hardware that you are targeting. You can't observe the number of collision checks outside of the debug environment (which distorts the CPU loading) so you can add a HUD text object to display the fraction of time the CPU is required to perform your game's tasks - the larger the fraction and the closer you are to 1, the closer you are to max-ing out the browser. The debug Profile is an awesome tool to use as well (as long as you use event sheet groups) so you can see if there are any groups that use up a disproportionate fraction of processor time.

  • Hi lucid, I have a small bug to report. I deleted a .scml file from my C2 project and then tried to re-import an updated version of the animation (I am experimenting with performance optimizations and whether to use sprite sheet animations or spriter animations). Anyway, even though there were no remnants of the old .scml present in the C2 editor, I receive a warning that I am about to replace a file that already exists... When I clicked yes to confirm the replacement, I then received a message that the file cannot be found and the import had failed. I fixed this by opening up the .caproj file using Notepad++ and deleting the folder/file reference that was still there.

  • Prominent has given the expert, non-event sheet slave, answer! I need to read some programming books!

  • LocalVariable = 0

    If Condition2 and Condition3, set LocalVariable to 1

    If LocalVariable =1 or Condition1, do something....

    • or -

    If Condition2 and Condition3, set LocalVariable to 1

    If Condition1, set LocalVariable to 1

    If LocalVariable = 1, do something....

    They're not particularly eye pleasing but they'll do the job.

  • Try the beta updates - there was a Text object related memory leak identified and fixed here in r191- which might be the culprit.

  • Try this:

    Or you could have a look at WebGL effects....

  • I agree 100%. Some aspects of these can easily be changed using css and events - have a look at my tutorial (link below). Having said that, though, I am not certain of how to change the font that is displayed - and I think that would be an excellent feature (to do it as per web fonts for text objects).