iso250's Forum Posts

  • Hello all.

    For a game I'm making I'm using an object that possesses many animation frames and tiling it to make a background. To give variation to the background I'm using different animation frames on the sprites at various locations. I have done this to reduce the number of sprites on screen.

    My question is as follows; Is there a limit to the number of animation frames that a sprite can possess? If there is no limit, is there a number at which it's best to use another sprite that possesses multiple animation frames to maximise performance?

  • Wow, that was so much easier than I thought it would be. Thank you guys so much for your help. It's greatly appreciated. (And I never would have thought of that by myself!!)

  • Hello.

    I'm making a top down shooter that has doors that open and close using proximity triggers. To do this I've placed created a door and an invisible trigger and placed them in the same container. I've then placed the following event on the event sheet.

    If DoorTrigger is overlapping player

    OR

    If DoorTrigger is overlapping Enemy

    Open door. (I simplified this part as it's not the part that's giving me trouble.)

    Else Close door.

    This piece of code opens a door when the player of an enemy moves over the trigger and closes the door when the player or enemy moves out of the trigger area.

    The problem is that if I move in to a trigger area and a door opens, the door won't close unless ALL trigger areas are clear of enemies. An enemy on the other side of the map who is travelling through a door can hold all doors open.

    I really don't know how to work around this. Can anyone please help?

  • Originally I tried to drag the file from PC to Mac via Parallels. This time I copied it from PC to USB, USB to Mac and it worked.

  • Hey all.

    I'm running 10.8.4. When I try to run the app I don't even get a dialogue box. The icons on the dock start to move left and you can see a little icon start to grow (exactly like when you open an ordinary app) but then the icon shrinks and disappears and the other icons move back to their original place.

    I'd love to be able to run the apps on my Mac!!

  • Thank you all for your help!! It's greatly appreciated. Now I know how big to draw my sprites. Let the art begin!!

  • Thank you Arima and Excal.

    Even though I am primarily aiming for iPad I also want the game to be accessible for people on other platforms. That being said, what would you recommend as being a resolution that will cover all bases?

  • Hello all.

    To some this may seem like a silly question but my Mum taught me that the only silly questions are the questions you didn't ask, so here goes.

    The resolution for an iPad is 1024 x 768. For the sharpest result is it best to make my graphics fit that exact resolution or is it better to double the resolution and let C2 scale it? (In either case I'll be using pixel rounding.) The reason I ask is because the game creator I've since left used to benefit from using larger pictures.

    Also, what is a good DPI for crisp graphics? I know 72 will look nice, but what's generally considered a value that provides a good balance of crispness and performance?

    Thank you!!

  • Bullet is not working either. The best way seems to apply force by using physics. That way you don't have a defined speed to override the impact. Very touchy to adjust, though.

  • Thank you both for your replies.

    I've been tinkering around with physics and it seems that if your character is travelling right and hits something whilst you're still holding down the right key, you don't bounce. It's like the holding of the right key overrides the bounce action. I've tried momentarily turning off the 8Direction upon collision but it produces very haphazard results.

    I tried Bullet motion for moving the character, leaving 8Direction completely alone, and that seems to work. The only difficulty is if you want to change the speed of the character you need to change the density and linear damping to avoid some very wacky results. It's a shame that my game requires a high number of speed changes!! <img src="smileys/smiley5.gif" border="0" align="middle" />

    I think this is going to take a lot more testing. If you have any more ideas I'd be most appreciative, though!!

  • Hello all.

    I have a round-shaped main character who is in a top down game. There are other round-shaped NPCs in the game, NPCs who move. When the main character and the NPCs collide I wish to have them both bounce away from each other.

    In order to try to make this happen I have tried the following...

    Given both of them physics and tried adjusting the elasticity and density of the objects.

    Created an event where upon collision an impulse tries to push the player away from the impact.

    With everything I've tried, the main character just pushes through the NPC with no real impeding of its movement, or the NPCs get thrown away violently.

    Am I missing something? Is there any way to do this?

  • That's a really good article. I didn't find that. Thank you for linking it!!

    I have one last question. If you use the same sprite to tile the entire background but you use different animation frames at each location, does the game consider it to be a single sprite or as many sprites as there are different animation frames?

    The tutorial linked below shows that the platforms are all the same sprite but they have different animation frames.

    scirra.com/tutorials/253/how-to-make-a-platform-game/page-2

  • Please forgive me for bumping my own post but if someone does know the answer I can spend my Sunday making my backgrounds!!

    (Crosses fingers, hoping someone more knowledgeable than me knows the answer...)

  • Hello all.

    I'm looking to make a top scrolling shooter for the iPad and am wanting to use a tiled background as it will save me an immense amount of time creating the maps.

    The tutorial below states that less than 20 sprites should be used in order to maximise performance. Does each tile count as a sprite or will the fact that the tiles are doing nothing exempt them from this 20 sprite guideline? The tiles are of a size that there will be around 30-40 of them on screen at a time.

    scirra.com/tutorials/298/performance-tips-for-mobile-games

    Thanking you in advance!!

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  • Hello all.

    I'm a new user (previously a GameSalad user) but I got a little tired of some of GameSalad's deficiencies, most notably the lack of adequate pathfinding. I've spent all day today going through the tutorials and am really enjoying Construct 2. I have a couple of questions, though.

    My end goal is to publish games on the iOS app store, but after searching and reading the forums I still have some gaps in my knowledge. I'm really hoping someone can help me with a couple of answers.

    Is there a cost to using Intel XDK? The Intel XDK tutorial was written in 2012 and doesn't mention any costs to using the service. Additionally I cannot find anything on the Intel XDK site in regards to cost.

    A post written in 2012 stated that PhoneGap has issues with sounds. Has this been rectified?

    Lastly, has anyone published to the iOS app store recently? If so, what was the cost (excluding the Apple Developer cost) and was your experience a good one? Also, what do people think to be the cheapest way to publish iOS games that are fully functional? (I know I sound cheap but I'm a hobbyist and have a budget.)

    Any help would be greatly appreciated!!