glerikud's Forum Posts

  • Thank you for sharing this information, it does provide a useful insight into how platformers work at their core. The only think I'd argue about is this: Making a simple engine may not be that hard everyone says it it, but making a general purpose, well optimized engine is not something that could be done easily.

  • DrewMelton Thank you for the detailed answer. I might start C# myself one day, but currently, I'm still learning UE4 and it's logic. I feel that looking into Unity will be easier once I get around in UE4. For the moment I don't have any more questions, but I'll post here if I happen to have some more. Thank you.

  • You can always try refreshing your browser with SHIFT+F5 (it forces to reload the whole page), or try running your game in private/incognito mode.

  • Thanks for your reply as well.

    No problem, but since you can never be 100% sure, you better look into it. If you find the answer, please post it here since it could be useful for the other users.

  • ...The games size is only 384 compressed, ...

    384 what? Kb?

    Btw if you use NW.js features why are you not previewing it in NW.js?

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  • I'd go with something like 1280x720 with Scale inner fullscreen mode. For more information read this tutorial:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • DrewMelton Thank you for the detailed answer. It did contain some useful information. As soon as I'll have some free time, I'll do a few tests and see how it works out.

    Your Unity port looks promising as well, I wish you good luck for it. If you don't mind my asking, I'd have some questions about that as well:

    • Are you coding it in C# or are you using some visual programming plugin?
    • I read that you tried UE4 as well (If I remember right). Why did you ended up using Unity instead of UE4?
  • I see some logic in the loop example, but I don't think using inverted events instead of "else" will have any noticable effect on the CPU usage. We have extremely fast processors in our devices now.

  • You just set up a globar variable named "score". Then you add these events and actions:

    Player - On collision with another object (Coin):

    • System: Add to variable (score): 1
    • Coin: Destroy

    System - Compare variable (score): = 4

    • System: Create object (enemy)

    Mind that though that if you didn't have any enemy created in the game before, it will throw an error (it's a limitation in HTML5). You'll have to create a dummy, empty layout (no event sheet needed for that one) and place an enemy there before you can create it. To put it simple: if the object wasn't added on any layout before, it can't be created.

  • Well, that is a good question (I don't know that device). I suggest you do some tests with the official gamepad object.

  • Oh, I indeed misunderstood you. I'm no lawyer either, but I think you can say that "This is a tetris and zelda style game." Referencing other products without forging an opinion or advertising them is allowed if I believe right.

  • Your game indeed look amazing, I'd love to play it.

    I read sadly that you decided to move to an other engine, although I understand your reasons. If you don't mind, can you talk about how you set up your pathfinding system for this game? I liked how seamless it was in your videos. The official plugin does have a bit of latency, even at big cell sizes.

  • In my opinion as long as you don't put a shooter game in the racing category I don't think there would be any issues.

  • Works here as well.

  • I did some tests by re-exporting your game and from what I found out is that the flash happens when you build it with Crosswalk.

    With the splashscreen plugin installed in XDK and built without Crosswalk the game would start up with the default Cordova splash screen (I didn't bother to replace the images) and it pulses for a while (for a few seconds, till it loads) then it simply fades to your loading layout. I suggest try a build with this method.