Chadori's Forum Posts

  • Ashley - New link: Deleted

    I removed the LayoutTransition plugin. I did not create a new empty project since I don't really know which causes the seams on mobile and I might remove them and nothing will be resolved. But I already removed anything that is not useful in finding out the problem. The file size is already low enough about 2 mb and 1 layout only and few event sheets and 170+ events. Since the event's are not really the cause of the seams except on zoom(Layoutscale + lerp), then removing more events will not matter. You are smart, you'll find out.

  • Also, do you know any website where i can get ready made sprites (including animations) and topdown 2d maps? Give me a list of websites please <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Thanks in advance

    Characters:

    http://gaurav.munjal.us/Universal-LPC-S ... Generator/

    Others and maps:

    http://www.OpenGameArt.org

  • I like your idea. But how can i make a story board in construct 2. I am a Game programming student and i can't work 12 hours a day beacuse i have classes

    Actually I am a 1st year college student but it didn't stop me. At night I create games and at the same time I study. And you really need to extend your deadline.

  • - First of all, there are no shortcuts. You can't just make a game in a day as a beginner, unless you are a genius or at least smart. But I think even geniuses don't complain something they haven't learned yet. I suggest you read the manual first and play around.

    Scirra Manual:

    https://www.scirra.com/manual

    Okay now that we are clear on that, Let's proceed.

    I did not try CocoonJS but I tried Cocoon.IO . CocoonJS is an oudated version of Cocoon and the new Cocoon Wrapper is called Cocoon.IO which is more compatible with Construct 2 than CocoonJS. Construct 2 removed CocoonJS export because it is very uncompatible with Construct 2.

    But if you really want CocoonJS then click this link:

    https://www.scirra.com/tutorials/303/ho ... o-cocoonjs

    If you want to be updated with better features and performance then try Cocoon.IO which is more compatible with Construct 2 than CocoonJS. Follow this link:

    Tutorial by AndreasR

    https://shatter-box.com/knowledgebase/c ... nstruct-2/

    IntelXDK can also be your option, We heard that a better update will be released this month and performance is better according to the beta testers. But this is only during tests. They are still not sure for the final release:

    This is actually for Admob + IAP for IntelXDK build but part of it teaches about how to export for intelXDK.

    https://www.scirra.com/tutorials/4848/h ... alk/page-4

  • Ken95 I have a cliche idea but might work. A kid that watched his family being killed and grew up later and trained hard to avenge his family, met a guy in a few chapters and

    explained that their family were killed because of possession of great power which is "him" and his family successfully saved him. The "guy" he met trained him to fight and to find a man to kill and obtain information regarding the killer but later on he discovered that the "guy" who trained him was the one who killed his family for power and now they clash using their own powers equal powers.

    Plot twist: The "guy" (who trained him) also has power and it is equal to the kid's family(clan) but since ancient time, no one ever settled who is stronger until that day they(enemy) had an inside man to collect information regarding the kid's family. Also, the "guy" wanted the other clans powers, so that he can combine it with his own to rule the world.

    Now that I think about it. It isn't cliche anymore.

    You can make this in a week if you work 12 hrs a day.

  • Ashley : I cut a part of my game project to focus on a single Layout and also to reduce file size so that it will be easier for you to evaluate the problem.

    Problem:

    1) Seams show when I export to crosswalk android and it commonly happens to devices that doesn't have the screen resolution size the same as my game (1280*720).

    2)Seams becomes bigger or more noticable when I zoom the using the LayoutScale + Lerp.

    3)Seams shows up commonly on lower specs phone (below Android 4.3) but it also shows up above or equal 4.3 Android Version. This is because the screen resolution of the other phones still not the same as the game resolution size(1280*720) even when they have better and faster speed.

    Note:

    1) This doesn't appear on preview on Computer(Tested on Acer Aspire Switch 12)(NWJS).

    2) Tested Devices that has seams:

    *Samsung Galaxy Grand Quattro (4.1.2 Jellybean)

    *Samsung Galaxy J7 (5.1 Lollipop)

    *Samsung Galaxy S (4.2.2 Jellybean)

    3)Tested Devices that has no seams:

    *Samsung E7 (4.4 Kitkat)

    Ohh Yeah Ashley - The .capx I gave you is a cut part of my game project .capx, so it is very possible that there are bugs since I just deleted the event sheets, objects, familiies, plugins and etc. So I am not sure if other features of the game might not work, I am sure though that the On-Screen Controls can't be used and you have to use the arrow keys and also the animations will not work since I kind of deleted the events.

    "But I made sure that the zoom(lerp + layoutscale) that causes the seams to get bigger and the graphics and object placements are still there(so that you can evaluate what causes the seams." & also the Project Properties and Layers, I did not touch them so you can also evaluate them."

    Capx. : Deleted

    Thank you very much Ashley for taking time to fix this . This is a problem that I was having a hard time on and now I really need help.

    ---------------------------------------------------------------------------------------------------------------------------------------------------

    Another question (but related to the .capx):

    As you can see, I use the same Sprite for the Behavior "Platform" and the "Design of the character" . And sometimes I can trigger a glitch especially on AI collision and Character + AI collisions. And sometimes my AI Platformer (having one sprite with both "Platformer Behavior" + "Design") gets a hard time jumping and checking for walls simultaneously.

  • I get seams between sprites when I export to android crosswalk ? I noticed this only happens if their device does not have the exact resolution of my game(1280px*720px).

    Info:

    I set the fullscreen mode to "Scale Inner".

    My game resolution is 1280*720

    Sprites don't seam on PC.

    Ashley

  • PapitoMyKing - No, you will still have to face your nightmares XD . But do not worry for WebGL 2 is coming to improve HTML5 gaming performance.

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  • glerikud - no I don't use that for mobiles, too hard on GPU. Unless I use a lower resolution like (854, 480) or (640, 360).

  • glerikud - the device I used are the ff when I played my app:

    Android 4.1.2 (Jellybean) - (640px*360px screen resolution of device) : Samsung Galaxy Grand Quattro. (Poor Performance and not playable. 3px seams size(white border between sprites.)

    Android 4.4 (Kitkat) - (1280px*720px screen resolution of device) : Samsung E7 (Playable and a bit fast)

    Android 5.1 (Lollipop) - (1280px*720px screen resolution of device) :Samsung J7 (Faster than Kitkat but graphics shows some seams when "layout scale and lerp are used".

  • First. Thank you for sharing your information .

    First of all, poor game performance is not always the issue of HD graphics, often unoptimized code (events) are the cause of performance leaks on low-end devices.

    Possibly and Commonly true but not in my case when I tested a simple 1280*720 in a jellybean (4.1.2 Android device) Seams were seen like 3 pixels border for each sprite and tile and 3~10 fps. My only event on that spritesheet was to move the scroll x with lerp to make a scenematic view. The phone I used only supports (640px*360px) for playback, I don't know if it is the playback resolution limit is the fault or the optimization. There are only 3 phones I used to test 1280px*720px resolution games. 1 is Kitkat(4.4) (HD screen resolution) and another 1 is Lolipop(5.1) (HD screen resolution) and the other 1 is the Jellybean (4.1.2) (640x360 res).

    -------------------------------------------------------------------------------------------------------------------------------------------

    I made a performance report I got from testing, I have only 3 devices which I tested on.

    Feel free to correct or add details for my accuracy is based on estimate.

    *4.4 Kitkat (Supports HD)

    Only Graphics and Simple Events: A little fast

    With Graphics and Game Events(Finished Game) : Playable and a little fast or acceptable for me.

    *5.1 Lollipop (Supports HD)

    Only Graphics and Simple Events: Fast (but small "seams" appear - must be graphic card limitation, I don't know the problem and I am still looking for answers)

    With Graphics and Game Events(Finished Game) : Faster than Kitkat or Smooth Play (with small seams) - I also set Pixel rounding "On" to remove it but on "lerp + Layout scale" it shows the seams again.

    *4.3 (Feedback of my game)

    Only Graphics and Simple Events: I don't know yet.

    With Graphics and Game Events(Finished Game) : Playable but a bit laggy.

    4.1.2 (640x360 screen resolution)

    Only Graphics and Simple Events(platform behavior and solids): Bad quality and very lag (playable but very lag). I don't recall but I think there were seams. Not sure.

    With Graphics and Game Events(Finished Game) : Certainly not playable even on splashscreen. Very Lag and looks like there is a 3px sized seams.

  • I plan to make a new game on Construct 2 that can work both mobile and PC but I focus more on mobile android because I will make the alpha, beta or debug there. And got me thinking that my previous 1280px*720px game can only ran on Android versions (4.3 and above) but only on a playable rate(not fast) and on Jellybean(4.1.2) had a lot of seams or separated sprites and in my estimation the fps was about 3 -> 10 fps (not playable). So which is better, to move on making SD resolution sizes (854, 480) or stay HD resolution (1280, 720)? Ohh yeah. But I am also worried that if I make an SD resolution game, it might not look good on tablet and PC's??

    Sorry if my question is kind of supposed to be my problem and my decision. But I am doing this so that I can hear people's advices and experiences on which is better and which is worse. Thanks XD

  • I'd like to play this as soon as it releases (Thumbs up(Y)) . I like how the game works, this type of games are what gamers like to play on googleplay. Have you decided on a new release date or are you still waiting for the IntelXDK update?

  • Tetriser - The touch is so much better now than before. It is much more sensitive but the blue sprites still checks overlaps a little bit delay. But not very noticable since people would think of it as their lack of timing. Thumbs up (Y)

  • paulxx - Nice game XD. I played it as soon as it was released (Y) . The game is good, the story is epic, the graphics is mysterious but the controls were the downfall. The controls was a downfall since it was too small. But if the player played long enough then he/she will get used to it and be fine. The game is also highly optimized and runs even in my jellybean phone. If I may ask, what resolution did you use on your game?