ionC2's Forum Posts

  • It's still laggy on older phones, and even on my Galaxy S5 it has its slight jitter every once in a while. Still trying to optimize, and of course export for iOS. HTML5 still seems limited for any fast-paced action game. My next project will be less dependent on any jitters that could happen in the game.

    Minimize the amount of collision checks, images (large ones especially), sift through events and see if you can organize them more efficiently, reduce the number of "run every tick" style events.

  • New website!

    http://evilhare.com/hoppybunny

    Also made a silly live action commercial for it:

    Subscribe to Construct videos now
  • New update!

    v1.04

    • 12 new achievements to unlock including bonus levels!
    • Game remembers whether audio was on/off
    • Various new SFX!
  • Edit: Nevermind below, I changed the code significantly and made it much smaller so it's no big deal.

    I'm really kind of a noob to all these expressions. Here's basically what I want to do, just need to know if there's a more efficient way to do it:

    level<number>achievements gets assigned a number. If it's 2.5 or 4 or 8 or 12, it should set egg1 to 1.

    level<number>achievements gets assigned a number. If it's 7 or 8, it should set silver1 to 1.

    level<number>achievements gets assigned a number. If it's 11 or 12, it should set gold1 to 1.

    Right now I'll be going through and editing each global variable to change it to the next sequential level as I go down the list. I just wanted to minimize the amount of clicking and number changing I have to do.

    I'm just going to open the event sheet in an editor and replace every "level1achievements" with "level2achievements" and so on in each Group. I think that's the fastest and most straightforward way to do it. Tedious, but I've done worse with this game haha. I do things the hard way.

  • Eh I don't think those will help me too much. The global variable is set at either of those 4 numbers, and if it's either of them, I want this one condition to result true. I can't rewrite the global variable into an array or anything else, I need to be able to compare multiple potential values of the global variable.

    I guess I'll just have to do it the hard way and make a ton of " = 2.5" and "= 4" and "= 8" and "= 12" conditions for each level<number>achievements variable. Pain because there's 45 levels.

  • Why doesn't this check whether the variable is equal to either of the list of numbers?

    I want it to result true if the variable is equal to any of the numbers in this list. (Preferably without creating a ton of "or" blocks.)

  • Yep like I said I use r163 and CJS 1.4.7. Looping audio will not obey most commands. It works in the browser preview but not once it's on the phone.

  • Yep looping audio will not obey mute or volume commands. I just tried to add music to my game. Oh well.

  • I just implemented this form of distance-based collision enabling/disabling. It's drastically reduced my collision checks from a max of 200 down to like a max of 10. However the debugger claims far higher CPU % utilization. Exporting to the phone now to check whether this change increases performance due to collision checks reduced, or slaughters performance due to higher CPU utilization.

    Edit: Yeah this destroys performance on mobile due to the higher CPU usage all the "For Each" loops cause. Collisions/tick average was about 4 compared to ~80+ though lol.

  • leave a silly postiive review if you like it

    Construct r163 I think, and CocoonJS 1.7.4

  • I used this Tutorial, but it's not clear how to get the score from your game properly. I store the high score I want to share to a WebStorage value called "staminaBestScore" and this is how you make the link work:

    "https://www.facebook.com/sharer/sharer.php?u=http://www.evilhare.com/hb/share.php?score=" & WebStorage.LocalValue("staminaBestScore") & ":" & random(1,10)[/code:3ba12rnx]
    
    And then my share.php file contains:
    
    [code:3ba12rnx]<?php
    $score = $_GET["score"];
    $scorex = explode(":", $score);
    $highscore = $scorex[0];
    ?>
    <html>
    <head>
    <title>Hoppy Bunny High Score</title>
    <meta property="og:title" content="My best score on Hoppy Bunny is <?echo $highscore;?>!"/>
    <meta property="og:image" content="http://evilhare.com/hb/icon.png"/>
    <meta property="og:site_name" content="Evil Hare Productions"/>
    <meta property="og:description" content="<?echo $highscore;?> is my best score on Hoppy Bunny (Stamina Mode)! Can you beat me? Get it for free on Google Play!"/>	
    </head>
    <body>
    <meta http-equiv="refresh" content="0;URL=https://play.google.com/store/apps/details?id=com.evilhare.hoppybunny" />
    </body>
    </html>[/code:3ba12rnx]
    
    I'm going to add in an achievements screen where you can see what you've accomplished (getting Gold Star in every level... finding all Easter eggs...  falling off 1000 times... etc.). Some of these will unlock new features and levels.
  • Strange. Yeah I use CocoonJS 1.4.7 and Construct r163. I had issues with looping sounds (music) not obeying audio mute/pause commands but this definitely has worked for many builds of my game for non-looping audio.

  • Thanks! Just released a new update which offers a good performance increase, and minimized the advertisement to the pause menu only.

    Next update:

    • add a few more sound effects for a some things
    • attempt to get music working smoothly once more
    • try to further optimize performance
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I just have a button with 2 frames, one with an X (OFF) and one without (ON).

  • I'll post later how to do a mute button that works well for my game, I don't have access to my PC right now.