ByR's Forum Posts

  • Thanks, i want to keep it simple but i dont know if i can maintain the fun factor during 80-100 levels without add new mechanics :P

  • Hi!

    The game is published! You have 84 levels, and i will add more in few weeks. Paid version will get the levels first, and doesnt have advertisments.

    Free version: Steal! FREE

    Paid version: Steal!

    Other versions

    English is not my language so you can find some grammar errors... tell me!

    *new*

    Facebook & twitter links for my game:

    Facebook

    Twitter

    -New levels added

    -New mechanics

    Screenshots:

    <img src="http://i43.tinypic.com/xkmx03.png" border="0">

    <img src="http://i39.tinypic.com/izbz38.png" border="0">

    Well, thanks for read this and i hope that you enjoy my game!!

    P.D.: If you can tell me what levels you find hard/easy will help me a lot!

    P.D.2: Sorry for my english.

  • disable collisions and check position or distance, and if your game is tile based, you can use an array instead.

  • When i saw the screenshots i thought "damn! its the same game that im doing!" but when i played it, its totally different :D

    I love the art style a lot, sounds and graphics, can be a good mobile game because is fast, simple, beautiful and you need a little time to play.

    P.D.: music now!! :D

  • Well, my idea is 100 minimum, because its a fast puzzle game and some levels, will be solved in less than 20 seconds, maybe 150-250 levels will be fine.

  • in another device with 2gb ram (nexus7 have 1gb) the diference is 4 secs vs 7 secs in the cocoon screen.

  • Well, i tested it:

    5 diferent objects, about 50 instances per layout.

    Tested in a nexus 7 tablet

    3 levels/layouts -> cocoon screen during 5 secs

    110 levels/layouts ->cocoon screen during 12,7 secs.

    60fps in both cases.

    So i should use xml then :P

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  • Yes, but i prefer the second method, if performance its not a problem.

  • Hi,

    Im doing a game that will have a lot of levels. Im thinking in 2 options:

    -Take coordinates from a file/array and use the same layout for every level. Pros: performance Cons: level design is harder

    -Make a layout for every level and put the tiles in the layout: Pros: level design is very visual and easy Cons: performance???

    So my question is, if i choose the second option, and i use the same objects in every level (4 or 5 diferent objects, 20-30 instances total) i will have any problem with load times?

    I think that load times are the same because i simply have more instances but im not sure so thats why i ask :D

  • > Hello Guys

    >

    > I am developing a small tablet game for the machine to pick up stuffed toy.

    >

    > But I'm struggling to make his claws.

    >

    >

    Animated grabber I made for a game-

    Capx

    Feel free to use modify etc

    I edited you capx:

    dropbox.com/s/6killggmvlm0xs0/grabber.capx

    You can move with arrows, and you can grab and drop an object.

  • fassFlash has bad manners in half of his posts, so ignore him, or at least ignore the part with bad manners.

    Use the "Pin" behavior in the cats and bunnies, but you shouldnt pin these objects to nothing at the beginning. When your claw catch one of them, simply add a line in your code that pin the trapped object to the claw, after that, every time you move the claw, the trapped object will move with it. If you want to drop the object, unpin it.

    P.D.: See my signature :D

  • Im interesed too!!

    That demo works perfectly and the resolution in mobile devices is something too wide.

  • Im doing an infinite platformer with +15-20 (sometimes +30)objects and some particles and the game runs at stable 60fps in half of mobile devices that i tested it. Maybe something is wrong in your capx or maybe the device where you are testing its too old.

    For a tower defense with top peaks of bullets/enemies, im sure that you cant maintain it at 60fps, but 30fps is still playable.

  • I liked the level design too, its very good.

    Little suggestion:

    When you create the mobile platforms you should do it BEHIND the fixed platform, so you cant see when the object is created, you only see a platform appearing from the wall.

  • I liked it, its simple but well done. But i think that i found a bug, sometimes rockets dont work well :P