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  • Thank you ChrisFagan and

    The platform behaviour is a good starting point but I have 5 collision checking objects and an extra couple of hundred events to augment it to perform how I want.

    The light effects are created using multiple blend modes on different objects with a z-order routine to make them behave. I'm quite pleased with the final effect! It took me a few weeks to get right and might need more adjusting still (I'm working on this in my spare time).

  • Hi everyone. I've been quietly distracting myself over the last few months by working on a ******** platform engine for a concept I first created for a Ludum Dare jam over a year ago. The game is still in the very earliest stage of development but I thought it about time to post something for your amusement and, hopefully, to gauge any reaction you might have to the concept, and to collect any ideas you may have. By doing something public I also reduce the chances of me becoming lazy and losing focus! So...

    The working title is Monkey Business.... You control a state of the art bio-mechanical cyborg monkey, equipped with a large number of weapons and defence systems. You have various missions to complete - each one involving the assassination of an individual or a group of individuals who, otherwise, would be beyond the reaches of the law. You're controlling an assassin.... A space-deployed monkey assassin with a jet pack, no less!

    I'm developing on a weak HD4000 powered laptop, so that's going to be the base-level target platform using nw.js.... There's some physics, but after my previous experiences I'm inclined to use the Platform behavior as the foundation of the player's movement system. It's also going to be multi-language and I will ultimately be aiming for a Steam deployment, although I'm not discounting having versions for Newgrounds and similar html5 sites as well. If you want to work on a mission to kill a drug lord / kill a president / go on a secret mission to Mars, then this could be the game for you (in about a year!).

    The intro / training level has been completed to alpha; it contains some placeholder graphics but you'll get the idea for the ambiance I'm aiming for... Hope you like it!

  • I cannot add to blackhornet's advice; they are your only options for reliable management of your game objects being destroyed with each other...

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  • Very good - thank you for this! Time to experiment with something new...

  • Ashley - just a tag because this is an officially supported export option.

    Edit: good fix - thanks for posting this!

  • Enigma Virtual Box - 3rd download on the right - is free and excellent.

  • 6 near identical threads?

  • matthornb - If you're patient, there's hopefully an updated plugin on the way....

    here

  • Great news! Have you made good progress yet with this?

  • On my i5 HD4000 I achieved 59-60 fps with 20 dropped frames and 11% cpu. I have to say that it's quite a benign test - which is why desktop browsers have achieved 60 fps for the last 4 years! I didn't notice any particle effects and the number of objects on screen never exceeded a couple of hundred; there's not much really much demand on the cpu which, on my machine, leads me to guess that the logic runs to only a couple of hundred events.

    Most of the frame drops appeared associated with the creation of new instances of objects that aren't created on the layout start; this could be mitigated by creating an instance of everything at the start of the layout - none of them were likely caused by game logic. So IMO, it's a non-optimised and non-demanding performance test - probably good for the state of html5 a few years ago, but not really representative of a bullet-hell style of game that it's trying to emulate.

    Don't get me wrong - c2 and html5 have come a long way since I bought r80 - and it's great to see Ashley's forecast of mobile platform html5 improvements coming to fruition. What would be more interesting for me would be to see if sound effects can be triggered in time to touch events across a broad spectrum of mobile hardware...

  • As always - outstanding work...!! Thank you!

  • Keep this up please! Being able to make in game performance comparisons.... I like!

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Colludium

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