fldr's Forum Posts

  • http://fldr.de/paralax4

    another try, i have the idea that the paralaxing has to be as fast as the ticks pers second or an integer multiplier of the FPS when pixelrounding is activated and stutter should be avoided

    http://fldr.de/paralax5

    this one sets the speed of the background every tick to FPS, it seems a bit better i think

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  • you could create a text based on the created pizza and send this to a database or with email plugin to an designated email adress

  • http://fldr.de/paralax2

    with linear sampling

    http://fldr.de/paralax3

    with point sampling and pixelrounding

    both are better but not really optimal

  • Hi,

    im trying to make something with two paralaxing backgrounds but i cant achieve a result where it doesnt jitter/deform the background graphics.

    Sampling is point, downscaling is low quality, fullscreen scaling is low quality, letterbox-integer scale.

    the paralax of the first background layer is 48, the second one has 32 (because i had the feeling that maybe it needs "power of 2" sized numbers, no clue if its true because the jitter is still there), it was 25 and 50 before with alike results.

    the player guy has also only power of 2 values, max speed 128, acceleration 256, deceleration 512..

    does anyone have a tip? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://fldr.de/paralax

  • why shouldnt the xdk sign option be used? i signed all games i published on playstore with the xdk and it worked fine, uploading to playstore and direct installing on devices.

  • Hi,

    just released one more small game i made last year to the Google Playstore, this time its a simple Asteroids clone.

    I will be uploading some more small games i made during last year in the next couple of days!

    If you like the game i would be very happy if you rate it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://play.google.com/store/apps/deta ... eroids2015

  • Thanks!

  • Also note "For each object" obviously does per-instance work, so will not scale well with very large numbers of objects, even if it's ostensibly to make things faster by turning off features.

    do you have any advice how to work around "For each object" ? i have the feeling that in many cases you cant circumvent "For each object" events. For example in a turn based game im working on i have to pick the NPCs whos next, for that i needed an "for each object"-(UID=Turn) event.

  • thank you for the feedback!

    what device are you using? i have the feeling that i went to far with the effects for mobile devices

  • Thank you!

  • i tested your game on my oldest device, Sony Xperia Ray.

    When i press the button there is a little delay till mario jumps but its always the same so i think its intentional? Feels almost like playing an old lcd/handheld electronic game.

    is there an intented delay or does it lag?

    Sitenote, the game doesnt scale well, getting it to scale wright on every device is hard with cocoon but there are instructions that can be find on the forum here.

    You should also try to build your app with Intel XDK cordova and see how it performs.

  • do i understand correctly, if i would use your service you would publish my game (how would you need it? as "raw" html5 export or apk or.. ? do we have to provide different exported versions for the different marketplaces? )to steam, amazon and other marketplaces and all the tax trouble like U.S. withholding 30%, VAT and so on would be covered by you and i would only get my revenue and have to pay tax accordingly to my home country?

    and the only thing i have to do is to develop the game and pay 79 pound?

    if so, then it sounds very good!

  • me also just released another game on playstore, you can find it here:

    https://play.google.com/store/apps/deta ... ockbreaker <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi,

    i just released one my early creations with construct2 to the playstore! this is one of the first real games i have made at the beginning of 2014 and its also the only game i could sell a non exclusive license for (so far <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> )

    its a simple but i think fun arcade break out game with 15 levels and lots of bonus items!

    graphics made by Kenney , thanks for that! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    if you like the game i would be very happy if you rate it!

    left: tab on left side of screen

    right: tab on right side of screen

    fire ball: middle tab

    you can download it for free here:

    https://play.google.com/store/apps/deta ... ockbreaker

  • an "export independent" ad network plugin for Google Interactive Media Ads, Mopub or some other good ad network would really be nice! At the moment there is only the official Admob plugin for phonegap (android/ios) and cocoon with Mopub integration (same, only ios/android) and one could use normal banner ads in an iframe but there is no solution for video or fullscreen ads for webapps (FirefoxOS, Chrome...), desktop or normal html5 hosted on a website.