Blacksmith's Forum Posts

  • Tom,

    Please could you confirm; do I just need to export as HTML5, then zip up the folder that's created?

    Thanks

  • rogueNoodle,

    Wow that is fantastic, thank you so much! Now I've just got to try to pick it apart, so that I can learn what's going on.

    Wasn't sure if I'd be able to do this, so thanks again (double thumbs up for you!!)

    <img src="smileys/smiley20.gif" border="0" align="middle" /> <img src="smileys/smiley20.gif" border="0" align="middle" />

  • bon4ire,

    Yes I'm afraid so, I'd need to use much bigger images than the ones in your example. I'm hoping to make it available on tablets as well as phones. And small sprites look a little blurry when they're sized up that much. But when I have that many large sprites all scaling up on screen, it really slows everything down.

    But thanks for trying!

  • Whiteclaws,

    I did have a destroy outside of layout on my example already. But still exhibited quite a slow frame rate. Not sure if tweaking the variables would help that much really.

    That's why I was originally asking about using separate lines and joining them together somehow. Unfortunately I don't currently understand the maths it would take to make that happen.

    I guess I'll just have to stick with the animation for now, and hope that some tweaking will reduce its impact on the memory usage.

    Thanks again, it was a very trippy example!   <img src="smileys/smiley2.gif" border="0" align="middle" />

  • bon4ire,

    Unfortunately, even with the modifications it still runs at quite a slow frame rate (especially on mobiles).

    But thanks for the effort though, your help is appreciated   <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Whiteclaws,

    Thanks for the help, it really does mesmerize (I think I went in to a bit of a trance at one point)!

    I did initially try the same approach, but with a much larger sprite (1024 x 670), as I wanted it to look clean on larger screens. But I found that made it run quite slow, once I had a lot of sprites on the screen.

    Thanks again for the help though.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • chrisbrobs,

    Thanks for the example. The tunnel in Hexzul is a little more clunky (as I wanted it to have a retro 80's feel).

    But your capx proves that I could do my animation with much fewer frames than I currently have, so I'll give that a try.

    Thanks again, you've been really helpful.

    <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Hi All,

    Okay, so I wanted to recreate a 3d tunnel effect, like the animation I use in my game "Hexzul" (see here) or (http://www.scirra.com/arcade/addicting-puzzle-games/3478/hexzul). This was mainly to optimize the game, as up until now, I've been getting the tunnel effect by using a 1024 x 670 animation (x17 frames) - see image representation below.

    <img src="https://dl.dropboxusercontent.com/u/78057629/C2img.png" border="0">

    At first I created a single 1024 x 670 sprite to represent each box (thin green line around all four sides and transparent in the middle) and just re-spawned it using "Every x seconds". It was pretty simple to set up, and I was able to scale the boxes (again using "Every x seconds") to create a tunnel effect. Unfortunately with so many large sprites on the screen everything seemed to slow down quite substantially.

    Then someone pointed out that I could just use lines rather than an entire box, and "stitch" them together. I've had a go with this approach, and I've managed to cobble together a rather shabby attempt (download capx). It kind of does what I want, but I just don't have the maths skills to get the lines to move together in the correct way.

    Could any of you maths geniuses (I know there are quite a few of you out there!) try to help me out please?

    Many thanks.

    <img src="smileys/smiley4.gif" border="0" align="middle">

  • rogueNoodle,

    Ahhh! Okay that makes sense, I'll try again then.

    Thanks very much for your help!

  • rogueNoodle,

    Yes I was using a large (1024 x 670) box. I can give your suggestion a try. Although I was under the impression that devices generally saved images in powers of 2 boxes, so 4 sprites of 1024 x 4 would actually be saved in boxes of 1024 x 1024, making a total of four 1024 x 1024 boxes as opposed to my one. Wouldn't that make things slower, or have I misunderstood?

    Thanks

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi rogueNoodle,

    Thanks for the reply.

    I did try your suggestion this morning, but with that many large scaling sprites on the screen it seemed to slow down quite considerably. It certainly was not as smooth as my animation. But perhaps I was doing something wrong, I'll tinker with it some more to see if I can make any improvements.

    Thanks again.

  • Hi C2'ers,

    I currently have a puzzle game on the arcade "Hexzul" play here or (http://www.scirra.com/arcade/addicting-puzzle-games/3478/hexzul), try it out (you might like it!). I'm hoping to eventually release the game on mobile devices (both phones and tablets).

    I'm currently using a 1024 x 670 animation (x17 frames) to get the effect of the tunnel, but I realize this may be quite heavy on memory so I'm looking for a better way to do this.

    I've read various threads which discuss ways to fake an animation or effect, to help keep memory usage to a minimum (although they don't usually go into too much detail).

    I'm still pretty new to all of this, and I'm just not sure what my options are. So I was wondering if one of you lovely people could offer some advice on how I might be able to get the same result, by using one of these "fake" methods. I've spent a couple of days looking through the forum, but haven't found anything that resembles my problem (although I could've just been looking in the wrong places!).

    I wouldn't want the game to change too much, so it'd need to provide a similar result to my current option, but I'd be really grateful for any help / advice anyone could offer.

    Thank you in advance.

    <img src="smileys/smiley4.gif" border="0" align="middle">

  • Hi Kuso,

    Glad you liked the tutorial, we're hoping it'll help to get people started.

    The game does have Easy, Hard and Insane levels (options found on the settings screen). Do you think the "Easy" level is still too difficult? We've been trying to work out if this is the case, but we need more people to test it, so that we get a wider range of general feedback on how easy we should make it!

    Thanks again for your comment    <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi All,

    Just wanted to let you know that we've now updated the game to include an interactive tutorial. We're hoping this will make the game a little easier for first timers.

    It would be great to hear what you think of it.

    Thanks, for your help    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello imslee100

    You should be able to make this game, but may have to do some research into all of the different elements (checking answers, saving, logins etc.)

    There's a lot of information about these subjects on the forum. You should start by reading the manual, which has lots of useful stuff in it.

    You can also check out all of the examples on the "How Do I...?" section of the forum (here). Hopefully you should be able to find all of the information you need there.

    If you can't find the answers you want, then you can always ask some more specific questions in the forum. Construct 2 users are very helpful and someone will always try to help if they can.

    Good luck, and I hope you find what you're looking for!