firebelly's Forum Posts

  • I know this is old, but did this ever get into the IDE?

  • you can use physics in top down. Just set the world gravity to 0 and move all the sprites via normal movement functions.

    Have a circle sprite that expands (scale) and then it collides with the enemy, Apply Impulse at Angle. See cincipon's formulas.

    It's do able.

    You will have to wrestle with things colliding on their own though.

  • I have a player with physics and some blocks with physics. If my player is standing on a block and I remove gravity, the player gets stuck to the block.

    When gravity if off, I move the player around with impulses to simulate rocket movement. This works fine, unless the gravity is shut off while touching a block with physics. If I turn gravity back on, i can jump off the block fine. But if it is off, my impulses don't move the player.

    I'll try and get a smaller capx to show the issue.

  • Demo

    Simulation perfect? Nope, but it feels real enough for what I'm trying to achieve.

    Can you post the CAPX?

  • firebelly

    Cool looking game. Does it have page on IndieDB? I would like to track it.

    We do have one! indiedb.com/games/temporus

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  • This was just something that got sent to me. Normally I check the YetiZen page. Yeti Zen is a hacker space/app accelerator.

    I don't think there is an official meetup group for this. This is where they held the GGJ2013.

  • Aside from +1 on Ouya support and memory managmenet, an alternative to the cloud compiler would be nice.

    I think it's really hard to monetize on this type of service. They may start off this way and expand later.

  • I think the two big ones will be:

    Ouya (and gamestick) Support

    WebGL timeline

  • Yeah that what I was thinking, keep the ideas coming!

  • I might have a chance to go talk to the Ludei folks in SF at a meetup. Is there anything I should bring up face to face.

  • any step forward is a step in the right direction.

  • I had started talking with ouya before they did the kickstarter. They were interested in helping the HTML5 community.

    Here were the last communications I had, maybe he is the one to talk to first.

    Muffi Ghadiali <<>eft@ouya.tv>

    I would connect with you on this. Let's chat after our Kickstarter campaign ends.

    Muffi

  • See Best Practices. You should definitely not use lots of big images like that, not because it's slow, but because you'll run out of memory.

    Perfect, I am going to stick with 500x500 for now and try 256 if it helps :)

  • I've put 50.000 sprites with 5000x5000 pixels in size at some point - it basically destroyed my browser :D

    ...but before that with 5000x5000 I had steady 60fps with something about 1000 sprites on screen.

    So I guess I'm really talking about how the system handles the size of sprites rather than count. On mobile and desktop. If I have one giant sprite that I move around rather than 10 smaller ones.

  • Has anyone done any perf testing on desktop and mobile in regards to background tiles?

    Lets say I make a background map that is 3000x3000.

    Ideally I would break that up into smaller chunks so the system can render less stuff that is offscreen.

    To that end, what is the right size?

    256x256? 1200x1200?

    How big of chunks should I break my 3000x3000 image up into.

    These are not repeating pieces so tiledBG is not an option.