lennaert's Forum Posts

  • example

    No physix, just 2 bullet behaviours and one with an acceleration of minus something.

    Click the blue square.

  • elliot, that looks pretty sweet and I would definately be interrested.

    Pm me some material/links and I will start implementing things and relay with you in pm.

    Somebody

    I agree on the look/style, looks promising.

    The multi touch concept is good, come to think of it, it might need some prevention in the first place

    I had thought about trapping the reds, but my math skills fail me there, I could attempt poking R0J0hound for some of his geniuosness

    Thanks so far

  • This is actually rather neat. With some graphical polish and toned down sounds it could be a rather nice tablet game. I suspect a clean "flat" look, like 100 or threes might work wonders.

    I am unfamiliar with 100 or threes. Can you link me some examples ?

    Thanks for the feedback.

  • *update* is now also available in google store

    Hi there,

    Been some time since I posted, several changes RL demanding to spent my time elsewhere.

    But last couple days had this quirky idea for a game and whiffed up a bit of a demo and placed it in my dropbox to get some feedback:

    Finger neurosis

    Its a bit of a connect the dots game, not really sure of the name either but alas.

    No highscores for this, I had intended a version for the arcade, but sadly there has been no improvement on scirras end for the arcade it seems.

    All ages game.

    Looking for some feedback on the game play.

    General idea of play:

    Connect the green spheres by holding down mouse or touch as you slide over them.

    Connect the last connection to the first connection and let go. (making a full circle connection)

    Length of connections and amount of connections determine score.

  • Hey there

    Earlier I discovered a simple method to use just chrome for multiplayer testing.

    Before I could only use a chrome browser combined with a firefox to test webtrtc locally.

    Firefox is very laggy with some events, and sometimes a bit of a pain to work with but needed.

    Webkit keeps giving me issues as it thinks its talking to itself partially.

    Earlier I found the shortcut combination in Chrome CTRL + SHIFT + N , which opens a incognito window, using its own cookies etc.

    If you have your construct 2 preview started with your regular chrome, hit CTRL + SHIFT + N, and a new chrome opens.

    Type the addres you use for preview: ie localhost:50000 and voila, you can multi player with just chrome(s)

  • [EDIT] - here's a thought... what if autosave has something to do with it? Maybe C2 crashes if the autosave interval comes up right when previewing? Since it seems to happen without any user input causing it (i.e. in the background while previewing) this would make sense. I'm afraid to turn autosave off to test it however

    I confirm the same suspicions !!!

    Last 4 days I have been extremely busy with the multiplayer game I am working on, and more so having 2 browsers open running the same app simultaneously. (firefox/chrome)

    I am crap at hitting the save button while entrenched in development, and kept the autosave on because occasionally my cs2 crashes.

    But the last 2 days I have become a bit fearful for the auto save kicking in during loading of the two browser at the same time for a quick test run.

    imo, and this is speculation, while loading a game in the browser, the load moment is a bit of hazzard moment for cs2, if the auto save kicks in, it suddenly goes extreme slow (loading game) and if I dare touch cs2 (click in it) I can bet my *** its stuck for good and needs to be force closed by the task manager.

    A note here, If I notice the hang, and don't touch cs2, there is a good chance it comes back to life suddenly (give or take 10 secs).

    Perhaps its a good idea to default popup a message for the auto save feature "Autosave time, do you want to save now ?"

  • nice, but one question... what type of Plugin have you indented it to be? Or is it just in the wrong sub-forum?

    Hahaha !!

    yeah I know, I already added it to the top post and pm-ed arima ^_^

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  • DUTOIT thanks !!

    Seems like I was running around with you for some

    I did not experience 1 bit of lagg, perfect.

    Personally I got the feeling the AIs should pop up some more, and be stronger/better hehe.

  • Here is an early demo of my Battle arena 2030 game.

    Still a lot of work in progress.

    I am curious to the feedback relating to multiplayer lags.

    Max 5 players, and max 5 enemies about in the level.

    A bit of co-op fun with out a goal atm.

    AIs are crude.

    Layout map is huge, 12 by 12k with over 3k level object instances.

    Let me know if it works a bit decent

    EDIT: thanks mod

  • Guif0DA, tomsstudio, rexrainbow, Scirra,

    I made a crude demo of my game I wanted to use for the 2030 comp, dont think I have enough time to finish it though.

    The multiplayer bit works, the current demo is intended as abit of co-op, fight against the enemies in the game.

    Max 5 players, and there will be max 5 enemies at any given time.

    The enemies AI is a bit primitive, still working on that, and there is no real end goal.

  • Guif0DA, thanks, I took a look at it and its perfect, thanks.

    tomsstudio, sounds like a nice approach, though, I have many different shapes in objects, and animations, making them square would mean gobbling up way more memory space then needed. I will play with it though, I had not seen that approach yet.

    rexrainbow, awesome plugin !!! its so much more efficient then the zbased for each. Especially when you have a lot of instances of the same object occurring.

    Scirra, what Rex made works very well, any chance of implementing something like that so it can be used in the arcade too ?

  • So I have been getting my freak on with the multiplayer functionality, and made quite some steps..

    Sadly the topic of the post at hand strikes again -,-

    I distilled it down to a loop for zordering having lots of the same instances on a layout.

    Meaning: a dedicated loop, with lots of instances from the same object, placing all objects at the top, kills performance for me. (yes with on screen)

    I think it has to do with the move to top and or move to bottom action being repetitive executed.

    I believe with an automated z-index placement derived from the Y position (or X for horizontal based) could save a load of performance here.

    I have isometric levels with lots of things making up walls and scenery, these all stuffed in a family with the player object, and loop through it placing everything on top based on a Y based loop order.

    The ordering gives a very clean effect when you walk about through layouts being infront and behind objects.

    My latest game in the arcade, Skeleton slayer 2 uses this technique, and you can see the effects walking about around trees and what not, looks really pretty and not bad performance. Most of the performance is actually from the zordering

    BUT BUT BUT ...

    I been adapting that version for a multiplayer version, and as soon as the zorder loops runs at the same time the loops updating the multiplayer objects runs, my performance drops dramatically

    If I run either, the multiplayer loops, or the zordering loops, alone, they run well, but together, unplayable.

    So, here is the request again:

    Please add a true/false propperty for objects on layouts to set their Zordering based on the Y axis. (descending: lower Y positions are at the top; in effect, the further upward on the layout (lowest Y = on top, highest Y is on bottom)

    I am guessing it could greatly improve zordering for isometric games. (as it would no longer require a dedicated loop handling ALL level objects every loop)

  • lennaert

    I just uploaded a new version. and still 30

    With the new version I meant a whole new upload, in like, a new game.

  • Normally you could post here but Arima the moderator mentions she is unable to delete games atm.

    You can ofc upload a new version, the counter would start at 0 though.

  • ... I have spent hours and hours trying to develop games over the past few weeks and not managed to finish a single one of them. .....

    I just had to vent my anger and frustration somewhere

    No worries, the road to perfection is long ^_^

    Some, like myself, spent weeks on end optimizing/fine tuning relatively small aspects of their game.

    Rome was not build in one day