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The Dark Shadow
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Mobile version, Seriously? If you could make a single player love it I'd be glad. Completely wasting of time. CS2D is no fun without a keyboard, mouse, and a wide monitor. That's the best thing that makes it fun. If you rebuilt CS2D in Unity for PC that would be much better.

Whether believe it or not It's not gonna be successful.

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Masea
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@user The Dark Shadow: Even though I'd love to see a newly built CS2D on PC as much as you do, this shouldn't be that bad where a lot of people on mobile play games like PUBG and Call of Duty. Because, you know, these games are best played via keyboard and mouse. But then I guess it is important to particularly see if this game would work well on emulators. My gut tells me many people will play it on there instead of pure mobile phones.

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Gaios
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user SQ has written
At that time I was trying to reach 60 fps slowest device I can lay my hands on.

I think that it's not so smart to waste time to optimalise the game on very old smartphones. Just take some medium average smartphone from 2020 and that's good.

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SQ
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@user Gaios:60 fps was just for the lighting and static lighting.

You have to keep in mind in that build there was none of
Fog of War + Player + Physics + Network + Animations + Particles

There are so many systems that old device would never manage to run it properly anyway.

Old devices were not able to manage running moonsharp/lua interface properly at 60 fps.

I am aiming for low-end mobiles, but it's a good benchmark to test with.
The lower battery drain you have, the better.

I'll dedicate a blog on optimization as well.
There so much to talk about.

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DC
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Woah
These animations look great! good job!

I totally agree that Mecanim just makes things a lot more convoluted and leads to a maintainability nightmare. It's a huge mess when you have many animations. Just playing the stuff from code is so much easier and better.

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rokeliuxas
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you know what makes cs2d fun = mods / lua scripts i wish that was added to mobile one , mobile will be more popular than pc one good example is 2d strike on android its like simple version of cs2d yet has many players . im still sad that dc doesnt want his cs2d to be cross platform with ios and android would bring so many new players and phones more than capable running cs2d my old tablet with windows runs cs2d at high settings stable 60 which has 10x weaker gpu cpu than current phones

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Chrome
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Hey SQ. There's going to be dozens of people commenting "No, you should've added feature X instead of feature M. No, this project will not be successful because A, B, and C. No, you're just wasting our time, make CS2D 2 instead." As for me, I'm just glad you're developing something that you find interesting. You do you, good luck!

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SQ
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@user rokeliuxas: In first blog post I mentioned about Moonsharp, it is basically Lua for phones.
I am going to elaborate this in the following posts.

@user Chrome: You are right, but I don't need to worry as all decisions were already made.
The game priority is matchmaking / tournaments / leaderboard.

There are going to be public servers with mods, but it's not the priority.

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SQ
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@user slimK: Thanks, just fixed the links. Forgot to remove expiration date.

What features do you mean?
Most of the things would take weeks to implement when it's a day or two with Unity. It's probably not worth it.

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slimK
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user SQ has written
@user slimK: Thanks, just fixed the links. Forgot to remove expiration date.

What features do you mean?
Most of the things would take weeks to implement when it's a day or two with Unity. It's probably not worth it.


user SQ has written
The game priority is matchmaking / tournaments / leaderboard.


Oh okay then, gl with your project .

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Pagyra
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I don’t like the animation of the legs, they’re obviously based on a standard sprite.

I don’t like the shooting used in cs2d and your project, it’s based on the direction of the cursor, but it doesn’t take into account the location of the cursor to limit the range of the shot, the dynamics of the spray, the fixing of hits to different parts of the player, limits on the range of a throw to create ricochets.

Likewise, I do not like the immutability of colours, transparency and size of interface elements.

Furthermore, I don’t like a tile-based map, especially when a tile size more than a quarter of the size of a character.

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SQ
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@user Pagyra: Thanks for the feedback!

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I don’t like the animation of the legs, they’re obviously based on a standard sprite.

Indeed, I didn't took much attention to the legs animation.
That can be tweaked any time later, but it's not a priority.

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I don’t like the shooting used in cs2d and your project, it’s based on the direction of the cursor, but it doesn’t take into account the location of the cursor to limit the range of the shot

Cursor is a separate topic that I'll post later on.
It will be ray casted cursor.
Grenades are thrown by releasing attack button, holding to control the strength.

Regarding HUD colors, I won't change them, it is my personal preference, but as I mentioned it's a mod.

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Furthermore, I don’t like a tile-based map, especially when a tile size more than a quarter of the size of a character.


The way I implemented map allows any kind of shapes, but I am using old CS2D maps for showcase right now.
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