digitalsoapbox's Forum Posts

  • My experience with the absolute randomness that is App Store rejection is that pointing out things like similar products can be helpful if the reviewer on the Apple side actually cares about their job, which is extremely hit or miss. When I've run up against a wall in the past, which has mostly been for client projects, I've just changed the name and resubmitted as a new app after pulling everything I can about the previous version out of my Apple dev account. On one occasion, I simply removed a single space in title, sent it in as a totally new submission, got a different reviewer and it was approved almost immediately...well, immediately in Apple-world time, which was about a week.

  • Without knowing the number of assets that need to be created but guessing based on the description, that doesn't seem like a very big budget for the time investment that would be required to create what you're looking for.

  • You can re-appeal the decision, but go into it with examples of products (preferably those doing well with good ratings) that traverse the same comedic territory. If you get a response to that, my guess is the real reasons for your app being rejected will become more clear.

  • Hi,

    One difference might be that the preview does not use compressed data.

    Have you tried checking the speed with uncompressed data in the exported package? Just unzip your .nw file (and delete the .nw), and see if it makes any change.

    Would that affect results after everything is loaded into memory, though? My understanding is that images, etc. are uncompressed when loaded into memory, so their initial state shouldn't really be an issue.

  • If you want to do classic point & click, then Adventure Game Studio is probably the way to go - it's exactly what it's designed for, and since it's been open-sourced it's now available for iOS & Android, though the Android version isn't quite ready for prime time. Gemini Rue, which was recently released for iOS, is all AGS, as is (I think) every game from that developer/publisher, Wadget Eye Games.

  • Memory usage never really goes over ~12MB, loading a TMX file (through the TMX importer plugin), spawning the tiles & comping to the large Canvas objects. It spikes a little at level load time (maybe ~14MB) and there's a slight hitch in the framerate as everything takes place, but nothing that can't be hidden behind a short loading screen, which could be skipped on future loads by saving the state of the game right after it loads the level to a unique save state for each level in the game.

    EDIT: I should probably mention this is all running in WebGL on the desktop, so I don't know what performance would be like on mobile devices, which aren't really my targeted release platforms.

  • KaMiZoTo:

    A majority of the sprites in my project don't need collision since they're part of the level artwork, so after they're created - and if they have no collision needs - I paste them into a Canvas and delete the original, as it's no longer needed. 19 layers of tiles get comped together down to 4 Canvas objects - it could go down to less, but I wanted some parallax movement & foreground/background layers. For objects with collision, I have a separate layer set up that handles all collision for static objects, and the sprites themselves receive collisions for things like exploding objects.

    The way I've got it implemented is a little specific to the type of game I'm making (see below), but if you have any pressing questions I'd be happy to answer them. Maybe send a PM so we don't hijack this thread, or start another elsewhere so everyone can benefit from any discussions.

    In map editor:

    <img src="http://site.digital-soapbox.com/temp/C2/map.jpg" border="0" />

    In game (alpha art & gameplay):

    <img src="http://site.digital-soapbox.com/temp/C2/ingame.jpg" border="0" />

  • If you're importing the video file into your project you don't need to use the file path, just the name of the file. Even if you have your files nice and organized in subdirectories, on export C2 tosses them all in the same place.

    So it would become:

    <video><source src="video.ogv" type="video/ogg"></video>

  • corlenbelspar

    That would be my suggestion. The Canvas plugin been a lifesaver in terms of keeping the framerate as fast as possible.

    Also, what kind of video card do you have? Some cards handle things better than others.

  • Look into turning off behaviors/functions for sprites that are off-screen, maybe?

    I've been able to keep my game locked at 60fps at 1920x1080 with over 400 enemies in 1 level, as well as over 20,000 sprite tiles to make up the level artwork that get copied into a few canvas objects, so they're not all separate objects for C2 to track. This is on a 6 or 7 year old machine I use for testing with only an nVidia GTX 460. The main way I was able to do that (other than prodigious use of the canvas plugin) was by disabling any functionality for everything off-screen, including turning off any particle systems/webgl effects.

    In fact, it actually runs FASTER when exported to an .exe through Node-Webkit; I only get between 45-55fps when testing in the browser, though it weirdly runs at a higher fps in-browser when full-screen and I'm at a loss as to why.

  • Same issue as of r147.

  • rexrainbow

    I managed to get my tmx map coming in (I just had to start a new map from scratch and it all seemed to behave properly after), but there still seems to be an error in rotating + mirroring a tile image.

    In the image below, you can see my tiles in Tiled (on the left), how they look when placed on a map (rotated 90dg, or pressing "Z" once) and mirrored horizontally ("X"). The image in the yellow box is how the tile rotation & mirroring shows up in C2.

    <img src="http://pixelmetal.com/temp/testschmup/tmx_error.jpg" border="0" />

    Rotation & mirror/flip seem to work fine separately, but they're not playing together very nicely.

  • Yep, that (sort of) worked - I'd tried doing it directly with a different .tmx and ended up with a blank screen. It's still only loading one layer of tiles, though the other layers are present in C2 (and named the same as in the .tmx).

    *EDIT: started new Tiled map, new one loads fine.

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  • Hmm, maybe I'm doing something wrong then.

    I've put the .capx here, if anyone has a moment to take a look and let me know what I'm doing wrong, that'd be extremely helpful. I've tried loading the .tmx w/ AJAX and replacing any instance of quotes with apostrophes after load using replace().

    dropbox.com/s/kg5a6jgixsxjgx3/test_schmup.capx

    Thanks!

  • rexrainbow

    Hey there! I'm trying to load an external TMX file (uncompressed Base64) using your plugin, but it doesn't seem to load anything; however, if I open the .tmx file in notepad and replace the quotation (") marks with an apostrophe (') and paste the data into the tmx string in C2, it loads the data just fine. I'm guessing the plugin is designed be able to load .tmx files through AJAX without manually having to modify the file to do so - is there something I'm doing wrong?

    Thanks in advance for any help you can provide.