Aphrodite's Recent Forum Activity

  • This is not a bug: Events are read from top to bottom, so when it is red, you are turning it green, but then it is green.. so rebecome red.

  • I do not know why, this is the formula normally... I do not use a lot the physics behavior though

  • I would assume that someone that puts illuminatis related symbols in games does not mean that they are illuminatis. It may just be related to the game's plot or atmosphere, or simply decorative (like some games having a christian cross in the background just because it fits).

    But then again, I do not know exactly, it is not the kind of things that really matters to me (some people however may have issues with that).

    alvarop D:

  • let's see if I did my homework.. humhum:

    All that I say here is based on the date I post it, and can change in the future, and may be unprecise due to the fact and do not use wrappers.

    Currently, you have like 3 solutions for wrapper based publishing:

    -Custom engines (canvas+, Ejecta): they focus on performances and/or functionnalities, but they have compatibility issues, while they try to correct that, it is still somehing you should keep an eye on, also, I think on iOS they cannot use their full potential (precisions needed as I was not interested in that), there is an overhead in size due to the fact they ship the custom engine with it.

    -Browser based engines (crosswalk, node-webkit): they are based on an existing browser engine (chromium for crosswalk and node webkit), and so should be compatible with C2 without too much issues [I know about the current node webkit issues, and that is a bug that is not C2 specific and should be corrected anyway], depending on the browser engine they are based of, they can be stable and should provide a good experience as long as your game is done well, not as fast as custom engines, but not needing to be as fast in most cases. They have quite a big overhead in size due to the fact they include the whole brlwser engine with it, due to iOS policies, no browser engine can compete with safari.

    -Webview based engines (phonegap, cordova, webview+, ludei's webview, and we could also say IE when used by an app on windows displaying a web page, as they use IE which is equivalent to a webview): the least overhead in size (no engine shipped with it), when based on cordova they can gather a lot of functionnalities, however, they are using the webview (which is the browser engine used by apps to display web content), this webview works best for Android 5+ and iOS 8+, before that, it is not worth it as they lack crucial features and will just, well, run worse compared to any browser I can think of.

    I think that sums up it quite nicely.

    cocoonJS (canvas+, webvuew and webview+) is maintained by ludei

    Node-webkit, crosswalk are maintained by intel open source technologies center

    Cordova is maintained by Apache, phonegap is the proprietary version that belongs to adobe

    webviews are maintained by the same groups as their respective OSes I think

    tool wise, all I know is that there are multiple ways to wrap your apps, for nodewebkit, either building it by hand or just using the C2 export option should do, for crosswalk, exporting to Cordova (r192+) will be the first step, then you will have to build it either by hand, or using the intel XDK.Others I do not know how.

    hope that helps

    PS:Test early, test often, learn to use the tools at your disposal so you do not waste time in events logic programming and false optimisation.

  • To be exact, a persist object will keep its proprieties and existance while still existing in one layout (which is what you want according to the first post), and can be resetted, however global objects exists in the entire game when first met, which is useful for some objects but they cannot simply be resseted and can cause issues sometimes (since they are always there until destroyed.), so that is not as good as persist in your case, hope that helps understanding!

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  • Jase00 if you want to go as far, you could also play around with the stringfromkeycode keyboard expression, which would co'vert for exemple 72 to h, 84 to t, etc...

    however that seems more annoying that useful, the best would be to do a request to your server, and verify if it works (sort of breaks offline play though)

  • It seems there is not an expression for the overall velocity, well, pythagore still works:

    overall velocity = (velocityX^2 + velocityY^2)^0.5

  • Thanks for the quick replies!

    I don't think I'll have as much as 100, but even if it won't make much difference, I'd rather stay safe and optimize it.

    Thanks again!

    the point was "the optimisation at this scale is probably a waste of time, as something else would probably eat more ressources", I said 100 but it would not surprise me if even at 1000 it would not be a big deal compared to other things that might happen in a game.

  • Android is an easier target for monetising As far as I saw (you cannot expect people to pay for a "meh.." game on PC, and advertising on PC is a strict no go), and advertising makes it easier (and can be a little too easily added to Cordova or canvas+ based games).

    Making an android game with C2 is harder than making a web game with it (ref. all the post of people complaining about C2 exports to android), but with a web game you have the "oh no what if it got stolen?" / "I cannot monetise it (not in a easy way at least)" / "I do not want to rely on browsers butching my game" / "I do not want it to be played on both PC and tablets/phones".

    The PC community is more demanding than people that play mobile games (most people playing on the phone just want to have some occasionnal fun, a PC gamer however can be easily an hardcore gamer wanting a full fledged game), however browser based games runs fine on most modern devices and PCs and people playing them on either generally wants a good time (I never saw someone complaining about a browser game being too long before someone says that outdated argument).

    But web based gaming still has this reputation of "bad games" or "short time games" or "non serious games", even though this has been proven wrong a lot of time (after all, all of C2's games that do not rely on native features can be played inside a browser, sometimes it is even a better experience inside said browser, and even with the native features issues it is still doable to have a browser fallback coded in most cases.)

    So I can see why mobile rather than PC, but why NEVER web, I cannot see (Only reason I can think of is Money, but surely that would not be that only)..

    PS: do not tell me about the ones doing html5 games to sell them to html5 publishers, all I saw was not video game creation but money absorbtion via template like games.

  • A behavior sine with a magnitude of 0 still takes up calcul time, to be exact, even disabled behavior take up calcul time.

    however, that will matter only when a lot of objets are concerned ("a lot" depending on the target platform, but I would say under 100 you should not see much difference, but test it.)

  • My guess would be that it (the for each element) has been designed to be used to to change values inside the array not based on the values of other cells, still a valid request IMO.

  • I would like to run smooth game on dual core CPUs (like 14.000 in Antutu) however my last phone is broken, so I can test only on new one (26.000). It's going smooth but my friend has some older tablet, and he can see jittering. I'm using CocoonJS (I tried one time Chromium from CocoonJS, but it just gave me white screen).

    or maybe I should ask Ashley - what exactly means "collisions"? Does 1 object generate 1 collision check?

    As far as I can tell, a collision test between object A and object B will create A.count*B.Count collision checks, minus the ignored instances via collisions cells or filtering.Behaviors benefits too of the collisions cells which will really help.

    a collision check in C2 terms is not yet checking the collisions polygons overlapping, but the bounding boxes (aka the smallest non rotated rectangle that fits the object inside), if those are overllaping, the polycheck (aka collision polygon check) will be tested, this one is far slower so keep an eye on it.

    Some behavior combinations (solid, platform, jump thru, LoS, bullet with the bounce off solid) will increase the number of collision checks, but keep in mind that they can benefit from the collision cells, which means they will ignore too far off objects (under some circumstances that you must follow, aka not using different parralax rates for collisions).

    while it is true that keeping the number of collisions checks low is nice, testing on the device you are targetting (or ask someone to do so) will be decisive, as there is never a "universally recognized" number of collisions checks to not go over, each device being different.

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Aphrodite

Member since 20 Dec, 2011

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