part12studios's Forum Posts

  • there isn't much to it.. i too took a looooong break from xdk.. the toughest thing is that you have to give it a .p12 file for the certification for iOS.. other than that it's pretty much gravy.. it will come back to you i bet.

  • I think it's a moving target at this point.. if you really want to know right now.. make some kind of test project.. like do a "on ever tick" spawn an object or something over say 10 seconds.. and count it. see what score you get on both. Although this is just one test it should still be a quick / dirty test to see which is able to generate more content fast.

  • lol NetOne indeed you are spot on about it not being exact. However that said you DID help come up with what I was ultimately aiming for. The idea was the swipe is meant to be a temporary reflective barrier..

    years back I made a game called "Cyball" I did it with GameSalad and it was one of the more popular games I did but it's aging and apple is warning of it getting taken down so I thought it might be time to replace it not just with a 1:1 port, but maybe spiff it up a bit.

  • simply badass!

  • NetOne lol no it's great i just wasn't sure if that was something that was a side effect of that particular approach. I figured there must be a way to hide that one dot. Thanks for confirming!

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  • that looks really sharp also. is there a way to get rid of the dot though?

  • holy crap that's incredible. R0J0hound excellent! yea i don't think i'd have ever come up with a system like that for sure. Thanks for that!

    It's fascinating to see what is possible with C2 that at first I think.. i'm not sure that's possible.. way cool.

    Thanks!

    Caleb

  • I never got into trig but your suggestion is valid for sure. i could look into it for sure thanks for the tip!

  • yea well one thing NetOne that could help with the long line problem is to have a count.. so that after so many ball/lines are made the oldest get destroyed but exactly how i'd do that.. i'm not sure yet.. it's an old game i made with gamesalad that i want to modernize and C2 has a lot more options than GS ever did so I know i could really blow it out of the water.. but yea have to work it out first..

  • wow that's really nice. so it looks AWESOME when you move slow, but see how it breaks into pieces if you zip across? I need to find a way to make ita solid no matter how fast.. world of goo example is continuous.. and i mean maybe they are using tricks like vector or something which C2 can't do. So I get it if maybe it's not possible..

    My best idea so far is that maybe figure out a way to make square sprites stretch and connect each dot.. maybe slow down the spawn rate to 0.1 and let the linking between "points" be what fills the gaps maybe. I remember one time figuring out how to stretch a sprite between fixed point and mouse position. makes a nice "elastic" effect when done right.. just have to remember how to do it

  • R0J0hound what is the purpose of force own texture?

    NetOne that's interesting, i never knew about that approach!

    the one thing i do seem to have trouble with though is that i'm doing "while in touch" with surface which is effectively "every tick" I believe.. however if i move too fast.. you see gaps in the balls which breaks the effect. i think that the effect in world of goo likely does some kind of vector / fill.. where we have to use sprtes.. one thought i had was to do some kind of stretch effect.. i don't have an exact system worked out but

    The purpose of the question is that i want to be able to draw lines similar to world of go.. that are unbroken solid "drawn" lines.. that would vanish after say.. 1 second.. basically just like the world of goo effect just a little bit more of a delay before the line vanishes.

  • Hi everyone,

    So I did some testing with families thinking this would be the trick.. but what i'm trying to do is make an effect like it is in world of go. here is an example

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    the idea was that the toon effect I thought might be able to surround all items in a family.. since i know each single instance doesn't act this way. however my testing so far has come up with the same result.. each instances has the circle around it.

    Thanks,

    Caleb

  • yea i may rename this thread to "consider cocoon" heh.. I've been lucky really. performance for anything I've ever made has been great on both. I don't know what games people are making that struggle but it would be interesting to find out what games struggle. maybe there is a common issue or certain issues that are inherently more cpu demanding and don't play well with the wrappers (XDK or Cocoon) since they both approach things slightly different.

  • cool, honestly i think they are both equal for the most part.. i haven't made a game yet that performed bad on either. even the bloat on crosswalk i don't really care about. as long as plugins work i'm happy. i had no problems with xdk / plugins this time which was nice because i've fought with them before and it was hell.. cocoon dropped the ball on my latest game with the admob plugin bug their servers had.. and then the blackscreen problem was disappointing.. but yea xdk was good for me this time. What is nice though is when one ***** up.. at least there is an alternative. and XDK has ****** up royally in the past.. so I have no faith in either at this point.. my next game i'll probably try cocoon again first just because their plugin management is superb and the single image that makes all the graphics you need in one action are glorious.. but yea if i can't get games to work then i'll try xdk as a plan b.

  • I don't know about webview.. i just know in xdk i built for android and the apks were bloaty... where with cocoon io it wasn't. Maybe there is some trick I don't know about, but this was only like last month that i did it so I don't know how long it's been since crosswalk was phased out. I haven't touched XDK in well over a year.