marcel1980's Forum Posts

  • Sorry. Your project contains non-standard plugins. Any chance of a .capx (save as single project) without them?

    This should work...

    https://www.dropbox.com/s/c6ghi6zl3ed4x ... .capx?dl=0

  • marcel1980 sorry there is no CAPX

    Lordshiva its a zip file 7z is something like rar or zip but better

  • Sorry. Your project contains non-standard plugins. Any chance of a .capx (save as single project) without them?

    sorry, yes i will prepare without the plugins

  • Would help others to help you if you could post a very simple .capx showing the problem.

    That we, we can see if it is a collision polygon problem, event problem, or even an actual bug.

    Here's a quick test capx....

    https://www.dropbox.com/s/hku8psgq270cr ... on.7z?dl=0

  • Hi all,

    im using collision sprites = edgemarkers for my enemies to fullfil their rutine. However it happens often that they go trough the collision sprites which are supposed to send them to another direction. It didnt helped when i made them bigger. I also tried to adjust the speed of the enemy sprites but without luck. I suppose its a colision issue?

    my actions are simple: On colision with edgemarker -> call action" simulate pressing left/right"

  • Here you have an answer to a common mistake.

    You must change the value of deceleration

    .capx annexed file

    Thank you luisgmolina. Is it possible to save the capx to version 195? I cant open it unfortunately. But if that's like too much of a pain, i will update C2 soon.

  • Hi all,

    anyone else encountered problems with using Platform Vector x ? On some of my sprites it works, on other it doesnt. I can't seem to find the reason because i have the same events for them. Is it a bug??

  • Construct 2 already spritesheets everything on export so the question of what you do in the editor is pretty irrelevant. FWIW, when I was developing the spritesheet feature, I could not measure any performance impact either way with using no spritesheets, per-object spritesheets, or large global spritesheets, so as far as I am aware it makes absolutely no difference at all, which is unsurprising since questions like this are often a waste of time.

    So there is practicaly no performance gain when i aim towards a "one or two texture overal graphics" on my mobile game. Currently my enemies for example have their own spritesheets and are not part of a bigger texture. Also my ground tiles are all in separate texture. Did i understood it correctly?

  • Answer your own performance questions with measurements

    Thanks for the link Ashley, but my dilema is as follows: Im trying to get the draw calls to a minimum and i try to have as few textures as possible. But when im using a Tilemap object - is it wise to load for example a whole 1024 x 1024 texture {where all the game graphcis is} when the tiles for the level are for example on an area of 256 x 256? Or is it better to have the level tiles as a separate texture for the tilemap object? This will create one more texture {and GPU would need to access this one more texture instead of the previous scenario} but maybe its better for the Tilemap object and overal performance?

  • Hi all,

    i was wondering if the actual number of textures does directly impact the fps {especialy on mobiles} of the app. For example if i have several sprites with enemies instead of one bigger texture with all the sprites inside. I know that its memory-wise good to have them all in fewer and biger textures but from the point of fps does also make differene?

  • Hi all,

    anyone got some news about the webstorage- local storage problem on webview+ ? It gets deleted on any restart. Im not sure if its present only when using Cocoonjs. Is there a solution yet for this???

  • Ashley made a tut on this scirra.com/tutorials/73/supporting-multiple-screen-sizes

    I know the tutorial, but i didnt found the exact answer there. I have to try letterbox integer scale but i doubt that Ludei is supporting that now.

  • Hi all,

    anyone got some experience with pixel games on iphone 6 and iphone6+ ?? I need to know if there is a way to preserve the scale ratio on this big screens. Right now, when i scale my screen 3x it looks exactly ok on i4, iphone5 and 5s, however on iphone 6 and especialy 6+ the res is much bigger and the graphics will be too small...any ideas??

  • > Hi all,

    >

    > is there a way to determine if my character is on the left or right edge of the visible screen? I want to limit his movement based on the screen device. I dont want the character to go off the screen since there is no scroll on him. Something like bound by screen would be ideal

    >

    there is a behavior https://www.scirra.com/manual/89/bound-to-layout

    if you want to use another way, you can make 4 invisible wall and set x,y, and use:

    ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    Bound to layout would be ideal but since there is no scrolling on my main character, it ends like this: my character leaves screen and then game over. The invisible wall could work. Also i thought about restrict his x y movements but on different screen sizes/aspects the character could not reach the edge of screen or go beyond it.

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  • Hi all,

    is there a way to determine if my character is on the left or right edge of the visible screen? I want to limit his movement based on the screen device. I dont want the character to go off the screen since there is no scroll on him. Something like bound by screen would be ideal