part12studios's Forum Posts

  • I'm happy to help test anything out, but I don't have the plugin itself. you said there is something i can download now? is the plugin available to test out before buying? I wasn't sure. I got kinda burned with Q3D.. I bought it a long time ago and he still has no tutorials for it!

    It sounds like you're doing it right though. releasing tutorials and understanding that we need building blocks to work our way up. I don't think it will take a lot (i hope) to make sense of it, but still i'm sure there are some unique concepts that need to be understood before we can get creative with it.

    Let me know where I can find what you need and I'll test it out asap! I am technically in computer limbo as my macbook pro is in the shop getting fixed so i'm on an older pc that needs to get xdk installed. i dont' think i have a suitable p12 file to do iOS till i get my mac back but i should be able to do android in the meantime and i have an older Samsung Galaxy S4 so it will be a good test as it's an older (but was high end in it's day) so it should be a fair assessment of a reasonably modern android device. If it runs a 3d game poorly then there is something wrong with the engine/plugin, not the phone.

    Thanks!

    Caleb

  • I did recently make a cocoon io project:

    https://itunes.apple.com/us/app/humped/ ... 73409?mt=8

    then i hit a snag with cocoon io (their plugin database got messed up and i was getting a mysterious black screen that i couldn't get to go away..sooo.. i moved over to xdk to make this one:

    https://itunes.apple.com/us/app/smod-th ... 54828?mt=8

    I was overall pleased with my return to xdk. I did HATE all the icons you have to submit manually.. Cocoon IO does it all with one graphic. Built times were fast on both. Cocoon IO's still got XDK beat in APK size. Cocoon IO makes APK sizes that are a fraction of XDK's crosswalk.. performance wise I couldn't tell a difference. Both were snappy.

    I liked using cocoon's native plugins and it's just nice to not need to rely on unsupported ones like the cranberry ones (Sang Ki is a great guy, he just doesn't have time to address issues promptly) where the cocoon ones are officially supported for C2 so if something isn't working you can bring it up and get some support, though they are not fast when you're a silver or free user.

    In my case this time though, I found that admob and google analytics worked with with XDK. Overall I felt fairly 50/50.. though my next game I will start with Cocoon IO and this time hope the black screen problem doesn't come back again. That crap is annoying. I can never really clearly get an answer to what is wrong and why it's doing it.. knowing the nature of the problem could better help me understand where I'm doing something wrong to fix it.. anyway, at this point, I think they are both great. Cocoon IO is better for smaller android apps but frankly I still see android as secondary... and iOS as the main and in both cases iOS apps are small.

  • I'm interested in this plugin, but is there not a way as the developer that you can attempt to get one of your projects on mobile and give us solid answer about performance? All you need is an android phone and xdk.

    It shouldn't cost you anything aside from the phone (maybe you could even borrow that?). If you could offer honest results about mobile I think 1. you'll be surprised that games made efficiently may still run great. If the game runs fast in the browser of a phone there is no reason it wouldn't run fast in a wrapper like cocoon or xdk (cordova) because THEY use the same native browser to run the game. If you could show people how well a game can run on mobile, you would likely drive more adopters (customer$$$) to buy your plugin.

    I would also LOVE to see the workflow of this engine. I see a glimpse of it.. could you or anyone make a basic tutorial to help walk us through the steps? Could you make a video that goes step by step to do something simple.. then maybe make a second video that builds off that simple "here is how you position the camera.. create solid ground.. create an object. maybe spawn multiple objects in a second tutorial and show how physics would work.

    I'm happy to buy the plugin and become a supporter as I have a game that I really want to make in 3D but unity and unreal are just not fun to work with and i love c2..

    maybe you include a bunch of capx files that show each feature? I understand there may be some learning to it, but what I didn't care for with Q3D was that we had what felt like no support and it was confusing to make sense of it.. even with examples.. the examples were too complex to unravel for me personally at least.. and i never saw many people do much with it so i suspect it wasn't just me that found it tough to figure out.

    Thanks,

    Caleb

  • Awesome thanks for the function plug. i'll explore it for sure. i do think it's time and i do tend to get games that get unwieldy after awhile.. this pause stuff is a great example.. getting it to work wasn't terrible but it's the 10% that becomes a pain in the ass to manage..

    overall the pause isn't that big of a deal.. http://part12studios.com/temp/Games/Fin ... gerKing06/

    but yea i think for now i'm going to strip pause out of the game for the sake of time / gameplay and just make it a game where you don't get to pause (btw to pause you touch the green button then move back to the green button).

  • Yea actually that does sounds like a good approach. I'm a fan of workarounds.. lol because they tend to get me moving forward faster than the answer I think I want.

    Also I didn't know about the every x seconds still working with time zero.. that definitely could be manipulated to be helpful. I might rethink that because the biggest ***** has been objects freezing with physics. you have an item falling and then freeze it (using immovable parameter) and then unpausing kills it's velocity so it starts from zero again which is "ok" but we all know that wouldn't be how it should behave.

    Functions sound cool but I can't seem to comprehend them. Any time I try to make one I seem to not do it right and it doesn't work. I'll have to find a good function tutorial out there to once and for all teach me how to use them correctly. I've never made a game that uses them.

    Thanks!

    Caleb

  • Hi there,

    So while I know that the overall game has a time speed which can be frozen effectively making the game totally lock up, I have a situation where i'm working on a pause mode for a game, but I have things that must still continue to animate..

    Overall I have a pretty good grasp on some workaround solutions for some things, but one thing i have is a fade in / out effect which isn't (as far as I can tell) something I can pause. I can easily stop the rotate speed of an object, but that rotating object while freezing the spin in the pause mode, continues to play through the fade in/out parameters as defined in the behavior..

    I've been working on a "roll your own" fade effect but this is getting hairy / unmanageable / unsuccessful with the fact that there are multiple of these objects on screen.. which i'm now experimenting with making a family but still struggling and is starting to feel like I'm over engineering a fix and becoming a bit of a time sink.. which takes me back to my question:

    can one object or family of objects be frozen in time while other things are not? If I didn't have to pause the game my fade in / out effect would be perfect.. but the fade behavior doesn't have any parameters that i could see that specifically dealt with "pause"

    Any advise / tips would be welcome. It's probably a simple "no you can't do that" but I'd love to be told something different!

    Thanks,

    Caleb

  • oh yea man that's pretty awesome. yea i should have searched more thanks for the lead! I didn't realize how much good stuff people are doing with webgl effect.. so few games i see with C2 every seem to incorporate them. I get it though since sometimes some browsers vary in their support for them. i had trouble with IE (awhile ago mind you) for windows phone using webgl effects in WP8.1 which was suppose to be webgl enabled.. but easy enough to disable for some platforms that might not support the effects fully.

  • Hi everyone,

    So I have this game that simulates an old VHS (work in progress) but yea I wanted to see about making the pause effect which is currently working BUTi wanted to give it a kind of paused VHS look..

    This is a perfect example. I didn't know someone did this till I found this in my searches for images so someone beat me too it but whatevs. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Subscribe to Construct videos now

    in my game i'm using layout webgl effects but they effect the entire screen.. i was wondering if there is a way to apply an effect on a specific part of a layer perhaps? maybe some kind of blur effect but only effecting a strip of the screen or something like that?

    i know that i could attempt to use graphics to represent it but it wouldn't really look as good because it wouldn't distort the image behind it. just making sure i'm not overlooking a good technique i haven't discovered yet.

    Thanks!

    Caleb

  • two relatively short songs wasn't a problem but yea if you wanted lots of music it could become an issue maybe.

    yea i'll have to try that approach next time and see how it does.

  • ah ok yes now i get it.. yes the touch.x did the trick.. don't know why i didn't think of that.. ugh.. thanks!

  • blackhornet ok i see those. i'll mess around with it.. yea the visual isn't terribly off but the issue was irking me because of this kind of situation:

    take the player finger quickly over to the far right of the screen.. then quickly shoot to the left and the issue is that the arm is still pointing upward which would be unnatural for the player relative to the position of the body shadow. I'll research those and see if those do the trick and report back!

    Thanks,

    Caleb

  • Hi there,

    So I have a situation where I'm trying to make it where I can track where I am in the Window to control visual display. However at any time in the game my layouts might be much bigger than the window... so if i have a window that's say.. 1136x640.. but my layout is 3000x3000.. the problem i face is that i only seem to be able to get the layout x and y of my Touch position..

    http://part12studios.com/temp/Games/Fin ... gerKing01/

    notice how if i move over to the right of the screen.. the arm adjusts its position.. but this is currently based on the X of the layout.. which would be fine if my Window was also the same size but the logic breaks down when layouts become bigger than the window.

    Thanks!

    Caleb

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  • jobel the only solution I have found is to use "effects" instead of music for playing songs.. this means basically that music will loop seamlessly.. i think the only trade off is that the music is uncompressed so it might add some size to your game.. so keep your songs short.

    I don't know about a giant gap, but yea if you want smooth looping music import the music as a sound effect not as "music" and it should be fine.

    if you need to start / stop music it gets trickier.. but for my last game http://www.kongregate.com/games/part12s ... video-game i actually (because it was slowing me down) just played both songs all the time and simply control volume of both turning down the audio on one as i turn up the audio on the other.. not ideal, but it gets the job done.

  • Ashley thanks for confirming. I think that anyone using a serious leaderboard system for a large scale game would be better off using facebook or some other service like that.

    Walessio yea I was talking with my buddy who made our leaderboard system. For now we'll leave it be, but yea if a game were ever to go large scale something airtight would be good.

  • austinblackbelt thanks for confirming. i was hoping maybe i was just overlooking something, but yea your suggestion is what i ended up going with.. as it is i'm making an integer between 1 and 1 million. I figure that's plenty for now.

    How exactly are you tracking google user id?

    I'm also wondering about a facebook plugin, though I know that might be a can of worms for basically one point of data.. but yea I'm just exploring all options at this point.