chewienator's Forum Posts

  • solved it but now i have 3 scrolling BG dont know how much it hurts performance

  • been battleling with this for some time, simple background are scrolling infinitely from right to left, i wanted to change the scenery without the player noticing it.

    have tried to setup this but i have only got a drastic background change.

  • i dont know how to check the memory ration ?

    and can you give me link to ArcadEd video about memory sizing multiple ?

    and soon update will be released for fix performance on iphone 4 (its seem that now it work quicker than before)

    memory ration? i think you missunderstood, i meant aspect ratio (width / height), 1920x1080 is 1.77 aspect ratio, and ip4 is 960x640 meaning 1.5 aspect ratio, so my game was getting a weird blank zone in the bottom while testing it with cocoonjs, because of this.

    the multiple resolutions support from ArcadEd is rather a very good aproach, have not tested yet to see if performance can be boosted with this.

    the youtube video is here:

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    hope it helps and looking forward to the update.

  • hi

    thanks for report

    size was big problem for me

    i dont understand them at all and take me a lot of time

    what i use is ... that my game is based on 640,1136 (iphone 5) and i centrate it .... and use scale inner

    so when it run on 640,1136 .... it run normal

    when its on 640,940 it run with little top and bottom removed (but i ajust them on 640,1136) so that seem to display good on both

    forgot to say that i liked the mortal kombat bit dont know if any legal problems arise from there.

    thanks for the input, i made the mistake of working at full HD for the art (1920x1080) and now im in quite a performance pickle in ip4, not only because of the memory wasted on images, but the aspect ratio which is 1.5 and not 1.77, im going to take another look at the video from ArcadEd for support on multiple screens.

  • nice, congratz!, tested on my ip4 seems to run well, the problem i get is that when i get close to the tubes the game sort of micro-freezes for a moment, i think this could be because of your player near tube collision check?

    i wanted to ask you what layout resolution and if you are upscaling sprites to keep the game memory footprint low

  • Justo of the top of my head i would map the keys To the corresponding player sprites

  • posted an image of where i have the question about

  • I had The same question and went and read The family chapter un The manual. If you put them all in a family and Then set The event create objet and select Thefamily as The object it will Take a random object from The family and créate it.

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  • Hi everyone my First post asking for help i think i may have aproched this The wrong way and i want to ask if Im right Or just have a mistake in my logic.

    My game has múltiple "target sprites which are just people as a base layer.

    They each have sprite hitboxes that are inside a container of The characters sprite.

    All characters sprites are inside a family

    Now my problem is:

    I want to attach an animation to each character so that it plays in reaction of Being hit by The player. When The sprite used as bullet hits a especific character hitbox.

    For now i have head and body sprite hitboxes

    The event check is like this:

    When The sprite used as bullet overlaps The head hitbox inside The family of hitbox set animation to hit

    If not clear i can post a screenshots of The code.

    [attachment=0:9rt40r2p][/attachment:9rt40r2p]

    Thx