Halfgeek's Forum Posts

  • This: http://2dgameartforprogrammers.blogspot.co.uk/.

    Seriously. It's a website with very simple tutorials, guiding you step by step what tools to use and what to do to achieve amazing results. After a while you'll have your own ideas and it will be easier to experiment.

    I made my avatar this way (it has over 130 objects though )

    That is a very good site, definitely teaches art for non-artists. Mobile games can get away with very simplistic art, as long as it looks stylish or attractive. Art only becomes hard once you get towards realism or good pixel art, for me anyway.

  • michael

    Thanks. When I publish Star Nomad, and get some free time, I will do a tutorial on optimization tips for mobiles.

    As for the current query, the BG in this game is only 512 pixels wide and 16:9 ratio. I did it on purpose to prevent high memory usage as I have a lot of them.

  • <= Made a few games already with no artistic talent. I am a very logical person, all my adult life was spent training in scientific research and got a PhD and went to work in research labs.

    Didn't enjoy it any longer and decided to go after my first passion, games. I took time out to learnt how to draw (manga comics, youtube, lots of pencil & paper), animate and play with photoshop, illustrator for shading and effects. A few months later I started making characters for my first game, a Ninja RPG.

  • If you export via C2 with fullscreen Letter Box, CocoonJS will default to Scale Outer mode, so you have to be aware of how to fix that issue on some devices which aren't compatible with your display ratio, ie. 16:10 or 4:3 etc.

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

  • >

    >

    > Just from your own experience, which option results in the best image quality or performance (or they are the same, no difference)? Enabling high DPI in C2 or using the command line option with XWalk?

    >

    , both of the two ways (enabling high dpi in C2 and using cmd line option with XWalk) are the same in image quality and performance. They are two different ways to let Crosswalk engine use the right devicePixelRatio when painting canvas.

    I've just tested with High DPI in C2 and compiled with Intel XDK using the canary beta option. It broke my WebGL effect "Glass" (from C2's default effects), it works fine with High DPI is set to No in C2. Quite strange.

    All it is is a 128 x 128 white sprite with Glass effect, set to grow by 20 pixels height and width every frame.

    As for the High DPI setting itself, it works at making the image much better quality (same as CocoonJS). There is a noticeable drop in performance, I am doing more tests now to give you an exact performance loss figure.

    Edit: Seems to go from an average fps of 45 to 40 with the DPI settings but on high DPI, it has more drops down to 30 fps. CocoonJS is most of the time 60 fps, with dips to 50. This is on my LG G-Pad with Snapdragon S600.

  • >

    > Its noted that in C2, enabling high DPI will reduce performance in crosswalk compiled games. Does the forcing via command line to 1 density work differently so that it doesn't reduce performance?

    >

    > Either way its good to know the blurry image issue can be easily resolved. Thanks!

    >

    , may I know how much performance impact in high DPI mode? According to my observation, the way by command line option is almost the same as by C2 configuration for high DPI, so they should be at the same performance level.

    Hmin, thanks for the response. I will do some more testing with XDK (with C2 set for high DPI and the command line option) & CocoonJS tomorrow. My ISP is horrible so uploading a big project takes me a very long time.

    Just from your own experience, which option results in the best image quality or performance (or they are the same, no difference)? Enabling high DPI in C2 or using the command line option with XWalk?

  • > I managed to sort my issue with regards to signing my apk and updating an older CJS google play store listing.

    >

    > With the above command line option, the Crosswalk engine force to set the device scale factor to 1.0, and so window.devicePixelRatio is 1.0 accordingly no matter the value of the device density. In this case, when C2 runtime would draw the canvas which can fit the screen dimension without hard-scaled.

    >

    > The memory consumption is decided by the size of canvas. In case of high dpi mode is enabled, for example, on Nexus7 with 1920x1200 resolution, the canvas size is 1920x1080, while in case of high dpi mode is disabled, the canvas size is 960x540.

    >

    > Another way to resolve this issue is to enable high dpi mode in C2. Don't worry, it won't consume more memory than CJS. The reason is, CJS has its own implementation for canvas, it internally enables high dpi mode for canvas drawing on a high dpi device regardless of whether it is enabled in Contruct2 project setting.

    >

    Hmin really nice work on the fix.

    Can I ask for clarification?

    Its noted that in C2, enabling high DPI will reduce performance in crosswalk compiled games. Does the forcing via command line to 1 density work differently so that it doesn't reduce performance?

    Either way its good to know the blurry image issue can be easily resolved. Thanks!

  • Sheepy

    both games are visually awesome and stylish, a lot of atmosphere and ambience.

    Onna = fighting system incomplete? seems so clunky n random.

    Umbra = extremely slow on my Chrome, im running an Ivy Bridge i5 CPU with HD4400 graphics, runs other html5 games fine. it was too laggy to play.

    regardless, i am impressed by your sense of style and ability to give it a very immersive ambience.

    the other pixel art c2 title (besides Dungeon Buster & Kitsuni) i can think of that matches yours on that visual level, would be the sci fi game Space Expedition:

    Either way, there are heaps of great content being made with c2, I think its time Scirra has a showcase section on their site, linking to a few games that is rotated or linking to a list that keeps on growing etc. C2 needs more examples besides Ubie Land on the website.

  • ... a game that makes me so much money, that I can spent the rest of my life making the games I want without disturbing things like...jobs....

    Aint that the truth!

  • Definite Greenlight worthy, will give a YES when its up.

    I love pixel art games and this one has a LOT of charm. Welldone!

  • jihun

    Follow the steps here to decompile the release and unsigned APK you get from CocoonJS.

    http://forum.xda-developers.com/showthr ... ?t=1989533

    Then delete the armeabi file, its around 10MB uncompressed. Keep the v7 (newer) one!

    Then compile it again and follow the normal signing and zipalign process.

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  • Thats what makes C2 special, it allows designers and non-coder creative types to really make great looking & highly functional games. When I saw The Next Penelope, I knew straight away that it was the work of a professional artist/designer, they have a good eye for detail and fancy camera work. I'm jealous because I'm neither an artist or coder.

  • Windwalker

    I recently did a lot of tests on a few WebGL effects on mobiles, many of them are unusable due to the performance hit but some are quite efficient!

    Would love it if other devs contribute and add a few more effects to the testing, my ISP is terrible so uploading my game for compiling takes ages. hehe

  • Windwalker

    It's designed specifically for mobiles.

    And I test everytime I add some new feature to make sure I optimize it as much as possible. So far its running 60 fps solid on my LG G-Pad 8.3 with S600 (slightly weaker than Nexus 7 with S4 Pro and about 30-40% weaker than newer devices such as S5 and Z2), and get dips to 40fps with my Tegra 3 tablet (T3 is pretty crap for html5 & java), still perfectly playable. I'm aiming for 30 fps limit on older devices. So far its holding up very well, extremely impressed with how fast C2 games can run on mobiles actually!

    Beaverlicious

    Well I don't know how else to draw characters except for manga/comic style. It's like the only style I can do lol.

  • Early story mission and huge fleet fight:

    Hopefully ready for launch next month!