Kcpunk666's Forum Posts

  • Sollaano Great! No problem.

  • BluePhaze Yea, it's a funky looking hand. It's Willow from "Buffy The Vampire Slayer" graphic novel.

  • This right here is what I have been wondering for awhile now... I'm on the verge of having to come back in a few months to see if the ads thing is already implemented... so far I feel cheated of my license money because I was in the impression that the monetization was there - since the free version didn't include it, at least per the sales page in store.

    I guess I have to tinker with Unity for the time being and see if I can make some of my ideas true there (including monetization)...

    And by the way... the canvas scaling thing should also be a priority, I can't tell enough how retarded it is that you develop and test on your pc with the reso settings set for the phone screen width... and then when you test it on the phone (with cocoonjslauncher) the window size doesn't stick but shows too much...

    Also the performance is very poor, literally is more than 7 sprites on screen... laaaaag! WTF? And the sounds were just screwed up... enough for now...

    There is no issue with canvas scaling. There are mainly three aspect ratios you should support 4:3, 16:9 and 16:10. You can totally make your game look how it should on all ratios with scale outer(I believe)... if you plan ahead on which ratios you wish to support. There are somethings that just can't be handed to you... often because it would limit more advanced uses. There are limits and complicated features to every engine or tool requires you to work around and further explore to utilize properly. many people use ads and ccjs just fine, so its not like it is impossible. The C2 licence is the best bang for your buck, period.

  • Sollaano Well look at the example given in the link you provided. That has low/jumpy fps too. It does because it has to generate so many objects at a specific time. I'm not sure how you've done it. I imagine via an array and creating objects corresponding to the a position. I think using the tilemap object would be far more efficient then creating individual objects. I've not tried it with tilemap object yet, but I'd put my money on that is the way to go about it. I once made a map with 20k objects and I had to parse out how it created them to even get it to not crash on start. The game I'm making atm has the same size map & grid size, but no problems with fps or on start up using tilemap.

  • I'd avoid using it at all on the ouya. I'd try and keep everything you do on the ouya as resource lite as possible. I don't have a ton of experience with it, but that is what I learned messing with it.

  • Are you using Physics? I had a lot of issues with that via ouya.

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  • I agree with all above statements.

  • Hey all! If you'd like to play my LD#28 entry you can do so at gamejolt or you can go to ludum dare page. Have an awesome night. Let me know what you think and If I should continue this project. Later!

  • <img src="smileys/smiley6.gif" border="0" align="middle" />

  • bump

  • So i'm pulling my hair out. I made a little game for fun. like I have a million times before. For some reason when I play it on ipad or iphone It crashes(or exits) as soon as I try to move(tilt). The other touch controls work fine. It works perfectly on pc. It is something to do with those group of events ("player animations"). I've tried redoing it a bunch of times, checking old projects that worked fine. I'm at a loss. I'd appreciate if anyone could give it a go and take a guess. capx

  • I did figure out a way breaking up the big array and copying the data into 4 small chunk arrays. and chaining the object creation for each chuck. I like your example though. It seems a bit easier to change and tweak. Much appreciation. I've learned some stuff from it for sure.

  • <img src="smileys/smiley19.gif" border="0" align="middle" /> anyone?

  • I think you'll have to do that with animation and not "actual movement". there might be a webgl effects that might aid in that appearance as well.

  • bump