newt's Recent Forum Activity

  • Do you happen to know what "overhead of events" actually constitutes, even if your knowledge is only related to a specific example?

    Well the runtime is impossible to read now, but I know from past experience that it has a bit of an abstraction layer as everything has to be looked up sort of like a function. That's the nature of an engine not written from custom code.

    The code is compiled, so the difference between the two really isn't that big a deal.

    The main gain from code would be some optimisation that the engine doesn't offer.

    Which means that since each game is different, trying to come up with a meaningful difference between the two is pointless, unless it's for the corner cases.

    Or you really like to code.

  • There's nothing to test, Js will run faster because of the overhead of events.

    That doesn't mean it will solve every problem.

    If your getting a constant slow down then chances are that js won't be much help. In that case you would need to see if you can change how it works, or try some optimisation.

    If you get spikes because of from some mechanic, then Js might help if there are no event optimisations.

    I think the real question here is what are the limitations, and how do I tell if I am close to that.

  • There's never going to be a #3.

    You should stick to events. Js would be for corner cases, or if you prefer code.

    You have to remember that most of the time the engine will be doing nothing. Which is what you should be striving for in your development anyway.

  • an article I read about that Ori game last month said they had 80 developers working on it, and it took them about 5 years. Regardless of the engine, it takes a lot of skill and hard work to make something look that good.

    This^^

    You have to know how to do it. You will need some help.

    Anyway about the only thing we don't have out of the box, is sprite deformations.

    The hooks are supposedly there, but it is a fairly large undertaking, so who knows when we will get it.

  • Theres nothing thats going to be a great solution, other than branding the hell out of it, and having a working knowledge of how DMCA takedown requests work.

  • The probabilities are based on the weights.

    So 1 will have a different probability than 3, etc.

  • Something like that would be nice, but it really needs to be implemented by someone with expertise in both Node Js, database, and network security. Given the backend complexity, the official Web Socket plug would most likely be dropped in favor of using the plugin sdk.

    Something like Firebase, or Parse would be a better solution.

    Parse being a bit closer related since its open source.

  • That depends on how you want it. The only layer that should be 100% is the one the player is on.

    The rest are less. You should experiment.

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  • You can make your own external sprite sheets with Tiled Background using the offset texture feature.

    Tilemaps...

  • It's a pretty complex question. You need a deep understanding of how to implement a Boolean switch with variables.

    I would also take a good look at how Timelines work. Its like the ultimate thing for doing tutorials.

  • > > Click "Edit" on the first comment.

    >

    > 💯

    Sofa_king What?

    I know right?

  • That layer(HUD) shouldn't scroll. Set it to 0%

    Just remember the hud layer will then only show what the initial viewport has.

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newt

Member since 12 Nov, 2008

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