jayderyu's Forum Posts

  • Well CocoonJS has already added the W3C Controller. Probably runs on Android devices. I know they are working on getting it for the Ouya running. So I'm very positive that Ludie will get it working for IOS7. However the thing is that Ludie will support it. It's just when the next version comes out. Ludie makes releases apx every 4 to 6 months. There last release was about 2 months ago. So I'm sure on there next release we will see IOS7 controller, but probably not for another 2 to 4 months :(

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  • That all depends if the browsers will support the controller. C2 supports the WC3 Controller standard. Providing whatever medium your using uses the WC3 to access IOS7 game cotnrollers. Then C2 will have it. However C2 has no direct access to the IOS7 Controller.

    I suspect Ejecta and CocoonJS will support IOS game controller. So C2 will follow and support with those. However I won't hold my breath for mobile Safari.

  • The biggest selling games of all time has no story. it has a motivation and solid game play.

    I did not count Wii Sports, but it's 85 million

    en.wikipedia.org/wiki/Super_Mario_Bros. 40 million

    en.wikipedia.org/wiki/Mario_Kart_Wii%C2%A0%C2%A0%C2%A034 million

    en.wikipedia.org/wiki/Wii_Sports_Resort 31 million

    en.wikipedia.org/wiki/Wii_Play%C2%A0%C2%A0%C2%A028million

    en.wikipedia.org/wiki/New_Super_Mario_Bros._Wii 27million

    en.wikipedia.org/wiki/Gran_Turismo_5 10 million(PSX)

    en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game) 15million(Genesis)

    In comparison one of the best story games sold

    en.wikipedia.org/wiki/Final_Fantasy_VII%C2%A0%C2%A0%C2%A010million

    are stories awesome yes. Do stories sell games. yes, do stories define games. no. do games need to tell a story, no. do adventure themes games need a motivation yes. (mario bros has no story, but it does have a motivation)

    Now of course your stuck with the debatable question. Does financial success make a great game? Indeed that is one measure to use. A financial success of 40million games sold must have something going for it to have sold soo much. People, gamers play and play the game with some games becoming classic.

    On the other hand even games that don't sell well can still be awesome games. However there is usually somekind of reason why it doesn't do as well. Marketing, distriution, theme, genre.... however it all comes down to being a whole package and no one factor determines massic success.

  • My experience with the problem when working with raw HTML was that browsers didn't report the true PPI of the screen resolution. When i always checked the test cases from tablets ranging from 7 to 11 inches, ipod touch 3.5, ipad2. all reported a desktop PPI for a 14" monitor.

    Now I can't speak for the browsers right now, but that was the situation two years ago. If the browsers still don't provide true PPI then I don't see an easy fix. So I hope it is fixes.

    The alternative is to use the common model of testing the browser/os/hardware check and then reporting from a table with the info.

  • Hey Jayderyu.   I'm not sure what you mean. Do you mean, to not use separate sprites? It was originally going to be like that, but then Ashley and I agreed that giving the option to add shaders, or control individual sprites was worth the extra effort.

    As for coming soon. I can't give a firm estimate yet, but it would be hard to overstate how big of an update this will be. I won't spoil anything yet, in case I have to cut things back for time, but it should be alot more than just character maps.

    I'm refering to layoutview not run time. Run time run's fine, but in layout all that is there on the layout is an invisible box where you need to guess the location.

  • lucid

    Hey lucid. I'm not sure if your working on this or not, but if your not. It would be super helpful if the Spriter Object. Can have it's own render graphics. In the plugin there is an option to render an image. For now it would be great to even just have a Spriter "S". Placement right now for gui widgets is a annoying :D

    anways thanks for the plugin. Hoprefully B6 and plugin for B6 will be come soon. Actually I just want charactermaps for my plugin. :D

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  • tulamide example is awesome. You can also use a variant

    take your image.

    remove all the numbers.

    in your image. place 19 more image points reference each position.

    use the image points to put down objects of value. (floor(random(1,20) )

  • lunarray

    going over the property box on the left. You should put in the option for relative or absolute. If having the option for "active on start" then it only makes sense to make sure all the options are available without requiring setting paramaters in event sheet.

  • Rhindon

    We are referring to the property box on the left side right?

    * Active on start

    • Yes: will result in the object proceeding with the proprty setting upon the start of layout or creation of object.
    • No: will not start as above condition.

    * Tweened Proprert

    This is which value will be changed. Fairly obvious.

    * Function

    Maybe this should be renamed to Motion. This representes what math formula is applies when changing the Tweened property. There are a lot so I'm going to only give 2 as an example

    • Linear : the formula to move from the start value to the end value with each step being an equal amount.
    • EaseOutBounce : Ease(>STARTS< or slows) a little slower when altering the property(>OUT< or in) references when to Ease. ie EaseOut to start slow. And upon reaching the target number to then cause a Bounce effect.

    * Target

    This is a single value for most properties but a 2 value for position.

    The important part is the reference of "Relative" or "Absolute".

    • Relative means the number should be set from -Infinite to +Infinite.

    As am example. If I set Property Width, Target -50. Then the the Width of the object will end up being [self.width = self.width + -50 ]. This takes into account the current or start value when Tween.Start() runs

    • Absolute means that the numerical value as written is the target. This ranges from 0 to +Inifinit.   So if I set   Property Width, target 50. Then the result with be [self.width = 50]

    **** hmm. My version doesn't have "absolute or relative" in the property box. It should be :\ I'll have to double check for an update :D

    * Duration

    The period of time in seconds that the time of animation should happen over. ie 5 means that the total animation time for tweening will be 5 seconds from start to end.

    * Enforce mode

    Should tween play friendly with other animation modifier.

  • I will contest the points.

    1. Apparently HTML5/JS can't create the same gaming experience. I will contest this. Language is not relevant to gaming experience. Developers and what they can manage with the tools they have hand matter. I assure a good team can provide some fantastic gaming experience with HTML5/JS. Keep in mind that Unity was in the same situation in the very early days. No one used Unity for "serious" games until a few major releases came and developers really picked up the steam.

    2. HTML5/JS are not browsers. They are languages. The complaint is the run time environments(RTE) of the language. This is valid. however if you abandon the idea of supporting different RTEs and instead focus on a single RTE(NodeWebkit, CocoonJS...) you will make life easier. If you MUST abide by the limitations of supporting many RTEs.

    However keep in mind that this is the same problem across ALL video games. PC is not the same language as PS3, 360(close), Linux, Wii, GC, DS..... all of these different hardwares give the developers who seek cross distribution the same headache... actually in fact using the browser RTE is less of pain as it's shared language. Just use common denomination of browser RTE and your good to go.

    Keep in mind that there were game programmers working with with only 256kb disc storage, 640kb ram, 16 colours(and i'm being generous). If people can make robust RPG's that founded companies like Sqaure, Enix... so on. Then I'm pretty sure that everybody here can overcome the hurdles of browser RTE with 2gb+ram, 256mb+gpu, 2terabyte hard drives, digital distribution.

    so I contest all the points. These trials of 4 mighty groups aren't just in the browsers, they are in hardware, OS and even API's as well. If other developers can overcome this hurdle to provide excellent gaming experiences. I don't see how an already fantastic cross platform technology is the limiting factor. When in face of what other companies need to deal with. Is the only tiny bump for us in comparison.

    Though i will agree with another point. There is nothing wrong playing devil's advocate. it's really important. The discussion of examning idea's is super important. Getting people to evaluate there stance is important. It brings more innovation and thought.

  • When it comes to WebGL, it has nothing to do with hardware can or can't. It has to do with convienence. Webkit is an Apple public api. Apple did a great job moving into this territory because no one else did. So Apple got to set the WebView standard :( Apple doesn't seem to be in a rush to get WebGL working. But we are at the point where other groups(like Nintendo) will use WebView, but as they didn't define the standard, won't push it. So it's not can or can't, it's won't due to convience and standardization.

  • For me, and from what i understand, being able to have an option to chose between 30 or 60 fps would be a good feature, in order to match more easaly older devices.............

    <snip>

    I agree and have made this point last year. Creating games with an unstable render output do to targeting 60fps tends to cause problems when you want to render at lower. The constant fluxuation causes very visual degradation of quality of feel and play.

    Unfortunately while this topic has come up a number of times. It's never been justified to Ash well enough. "always render at most fps as possible"

  • Grats NotionGames.

    The more full blown games released the more the proof that C2 is a fully fledged game tool. heck I remember Unity wasn't considered a serious platform until a few full blown console games were released.

    You rock. C2 rocks :)

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