GenkiGenga's Forum Posts

  • Hey Roadrunner.

    You do have the ability to go to another site/game by adding the browser object to your project. You can open a url in a new window or simply go to the game in your current window.

  • Sorry for the late reply mate.

    What scale you should use will be dependant on how crisp you want it to be at higher resolutions. If you want to have it playing on a tv for example it would need to be pretty big.

    Images will slow down your game when you get to the point where you have too many. How many is too many? That is dependent on your computer or device. Setting up a pixel art game with linear will mean you will reach that limit sooner than if you used point sampling.

    If you want to know what the limit is for your device then just keep adding in more assets until you notice slowdown. As Ashley would say, test early and test often.

  • Looks great mate.

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  • Check the FAQ in the how do I section I think you will find your answer.

    If not the zooming is done with the system command layer or layout scale.

  • Hey Curry.

    There is no way to use point and have pixels drawn in between like in linear unfortunately.

    Using larger images will affect the amount of memory the game takes to play (it probably wont affect the load time because simple graphics take up less space on disk - but when the game loads the assets into memory they will be the same as high res graphics of the same size). This could be a problem if you are making a huge game and want to target weaker devices like mobiles. If your game is not that big then using downscaled images in linear might be a good solution.

  • Hey Jean, if you are new I would start with something easier tbh but to answer your question - I would do it with an array.

    Every piece of your scenery would have a number associated with it and when you make the map locally it is saved in that array and shared with the host or peers for them to create it on their side.

    A tiny rectangle map might look like this in the array:

    6 / 1 / 0 / 0 / 3

    4 / 0 / 0 / 3 / 5

    2 / 4 / 0 / 3 / 6

    Still, I would suggest you just focus on making the game without the level editor because again if you are new you will find that hard enough I think. Especially if it is multiplayer. If you can do this then adding a level editor afterwards wont be a massive issue.

  • No worries mate. Your graphics being smaller size wize affects the download speed but once they are loaded into your game its all the same unfortunately.

    I think most mobile games go for 30fps - playable. I am a bit the same, anything under 60fps doesnt feel right to me either but I wouldnt strive for it. Not for mobiles anyway. Things are always improving and getting faster but in general my approach is to just choose a baseline dev device and go up from there. If you're getting 40 fps on your mid range phone I would say it's pretty good.

    Not sure how big your layouts are but If I was you I would do a test with your assets. Disable your current code and have a simple event that just scrolls the layout. If you are getting 60 fps then perhaps you can refine your code, if you are still getting around 40 then it is probably not worth it.

  • Hey Mega,

    Hopefully you have your event sheets sorted out and have things placed into groups, if so the profile view will show you how much of your cpu is being taken up by each group. Look for the big %'s first, does it make sense that X group is using that much?

    Can things be optimised in that folder? When you disable groups of code does the fps spike up?

    You are right that there is no safe values due to the wildly dif specs of devices, you just want to keep things as low as possible on what you have.

    Things that will likely be killing your performance are unnecessary everytick events.

    If everything is fairly optimised code-wise, see how things go when you strip out some assets. Could be you are getting gpu bottlenecked.

  • If you have your sampling set to "point" then there shouldn't be any blurring, it should be sharp. Lerping will cause a bit of jumpiness though because your assets don't move between pixels like they do with linear.

    What happens when you make it full screen is it can stretch the image out of proportion (be it ever so slightly). If you set your fullscreen option to 'off' or 'integer letterbox scale' then it should look as intended. If you are zooming out too far though it wont look right for the same reason.

    There is no complete solution from what I have seen and is a problem for all engines. The only thing I can suggest is that you design the game with a resolution in mind. For me that is a 16: 9 ratio. So 1280, 720 is fine and scales up to 1920, 1080 without issue.

    Pixel art is easy to create but not particularly easy to work with! I still love it though.

  • Hey Prov,

    In the configuration settings in c2 you can set the "orientation" to portrait only. Also set the "Fullscreen in browser" option to Letterbox Scale.

    Next thing to do is start with a baseline resolution and just set extra space on the sides of the project so that bigger screens will simply see more of the sides.

  • This would be handy. Setting 1 times scale, 2x etc.

  • I hope the search feature sees some love in C3. It is still very good in C2 but leaves a bit to be desired.

    The biggest thing that would improve my workflow would be - being able to select a place to set the event sheet when you clear the search or simply having a "go to" event number under the search box to quickly get where you want.

  • Ha we all make mistakes glad your on the right track now. Good job Oosy.

  • Hey Spy,

    How do you have things connected up? It sounds like when you go to the new layout you are spawned on the door which is why you are constantly going back and forth between layouts.

    Post up an example of the problem if you can.

  • Very interested. Would be great to have as much support as we can get for it! Good guy Microsoft.