BluePhaze's Forum Posts

  • The best tip here is that if you want to do game development with HTML5 and you want to do things outside the canvas, learn javaScript. Just saying, as a game developer, you are going to have to put in some effort to learn the technology that you are using.

  • nito That was what I was thinking the entire time reading this thread.

  • lahirug87 The basic platformer tutorials will take you through all of that.

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  • Those are arrays. That is about all that tells you. The code below it is looping through the arrays and reading the values. Then settings the cells based on the value.

  • platform and physics do not interact with eachother at all.

  • The export takes only a minute so exporting different builds for each should not be that hard, especially if all you need to change for each one is a variable as mentioned above. I export for Windows 8, Google, Nook, Kindle, Tizen and more and have no problem exporting a separate copy for each one. It's really not hard and takes no extra effort than clicking your mouse. You still only have to fix the bug once, then just export again for each one.

  • What I tend to do is on each level I have a sprite that holds level information in instance variables. Like CurrentLevel, NextLevel, etc... at the end of the layout I read these variables and use them for level unlock, score, etc... makes it easy and since the sprite has the same name on each level, I only need one event to read it in my end of layout event.

  • The other benefit of using groups is that you can deactivate them in your logic which helps add more modular functionality. When I have behaviors or events that should not be able to run at the same time I disable the group they are in until they should be used again.

  • My game "Root's Cubedonian Run" is currently on Google Play, Amazon, Nook, Tizen and Windows 8. I used CocoonJS for all but Tizen and Windows 8.

    CocoonJS can be a bear to work with at times especially if you want to have Ads in your game. But it is currently still the best option for publishing one build for Amazon, Google Play and Apple all in one shot.

  • Ashley Thanks, yeah there is a big performance difference on that layout on mobile devices, the others run smooth, but that particular one stutters on many devices. And it is a much simpler layout than most of my others which have nowhere near the amount of collision checks happening. My only assumption is that it is the line of sight behavior. I have two sets of checks on that particular layout, the enemies test if they have collided with a particular type of sprite block (I originally had them checking against a family with all my terrain blocks, but changed it to see if it was causing the issue), and they also check to see if they have line of site with the player sprite as they patrol back and forth.

    Somehow between these behaviors the 13 enemies are causing over 50k-90k collision checks. It is a bit crazy, luckily it is only one layout but it tends to kill performance. But with that said, it still performs better than it did with brute force. Brute force checks on that particular layout were doing 70-100k checks prior to the implementation of collision cells. So I am seeing the benefits, I just can't figure out this particular layouts issue.

  • use the line of sight behavior and invert it or add an else to it so that you can react to not having line of site with the enemy?

  • go through the basic platformer tutorial, pin a square sprite instead of using the default collision box...

  • Between the tutorial and the documentation on the MoPub site you should be able to work it out pretty easily.

  • Ashley does the line of sight behavior cause similar issues? I have a layout with about 13 enemies spread over it and they have a pretty short line of site (300px or so) and that particular layout continues to generate upwards of 50K collision checks while all my others have dropped to less than 10K and in most cases less than 5K...

  • Hello sandy234 do you have any way of showing they rate HTML5 games low based on that as opposed to based on actual quality of the game?