MelVin's Forum Posts

  • I'm having problems getting my game to run smoothly on android with Cocoonjs. I think it has something to do with collisions. My intro/Cinematic layout has 5 collisions total and it runs at 48 FPS, the most basic layout in my game(layout1) has approx 60 collision objects atm and only gets 5-8 fps.

    collisions for enemies and pickups are all set to

    IS on Screen

    System-Every -- seconds

           Playerbox on collision with ...

    What I'm trying to do is limit the amount of collision checks. So hopefully I'm making enough sense to ask a few questions.

    1. Am I actually limiting checks with the method mentioned above? If not what am I doing wrong?

    2 Does the ground tiles need to limit the collision checks as well?

    3 if I did the above properly, what is the collision objects limit per layout for the average tablet PC, on average/rough estimate even?

    Really I have so many questions and I'm getting no place atm<img src="smileys/smiley18.gif" border="0" align="middle" /> , so any help would be greatly appreciated.

  • yeah the 2nd one, your on to something there imho.

  • Congrats on releasing, really like the art especially the main character.

  • cesisco

    Thanks for pointing it out, I really didn't see it til you mentioned it. I hhave changed it now, the scrolling is a lot smoother. Thanks for the suggestion:)

    Blinx123

    lol, I wish. I personally like the spinning but will take another look to minimize the "head hurting" effect;) thanks for the pointing it out:)

    With the new animations he now tucks his knees before spinning and does the reverse when landing on things like enemies and alike. Hopefully this will calm it down just enough while not loosing the spin I like so much.

    I'm finishing the enemy art now, after it's done I will post a new vid.

  • Here is an updated trailer with the new jump animations( added to my first post above). Let me know what you think. Thanks.

  • Congrats, The web store is a great option. will have to check it out when I get back from walking my dogs, from what I see it does so remind me of the classic! great job <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Thanks for the suggestion:) I tool your advice and reworked the jump and fall, along with the landing. the set looks a lot more fluid now, will post an updated video once all the frames have the final detail added.

    Any other critiques are welcome <img src="smileys/smiley1.gif" border="0" align="middle" />

  • UPDATED September 25, 2015

    Dakoo has been Greenlit!

    First off I have to say thank you to everyone that voted for, left comments or spent anytime looking at DaKoo. Without Construct 2 I don't know if I would be making games right now, so special thanks to Ashley and Tom, the Scirra team!! And all the people on the forums that have helped, ramones, cranberrygame, russpuppy, rexrainbow, R0J0hound and eli0s, just to name a few. Thank you!!

    Please check out http://www.dakoogame.com if you haven't already, there you can see the trailer@ 60fps and read my very first blog post. Over the next while I'll be posting a lot more. Lots of things have been changed since I last posted an update. Major art changes, more characters. More bad guys and smarter bosses, are just a few of the changes.

    I still really want to get as much feed back as possible before the final trailer is made, so I've also posted the a YouTube link bellow(sorry embedded videos are no longer working), but it only runs so I suggest using the homepage listed above. Adventures of DaKoo the Dragon has more than 100 levels, more randomized events to give the game more extended playability and I'm finishing up on a few more new things that I haven't announced yet. The game is nearing it's completion. If you haven't already, please check out the Facebook page.

    You can see the trailer running fps at

    Adventures of DaKoo Trailer

    New Format trailer (available in 720p)

    Watch on youtube

    Twitter...

    Visit DaKoo on Twitter

    Adventures of DaKoo on Steam Greenlight. Please check it out...

    Link to Steam Greenlight

    Facebook link

    Please feel free to comment and critique, they would be much appreciated. Thanks in advance for watching

  • The update worked wonders with awesomium, from 30 to 60 fps here as well.

  • All I did was move an invisible sprite from left to right with the scroll to behavior, once it is at the end of the layout I destroy it with a destroy on collision with end of layout marker, wait 0.01, and then create the object again were it was at the very start. The process jsut keeps going and going.

    There might be a better way to get this to work this is just what I did for mine.Hope it helps:)

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  • i humbly disagree, one should be careful to some degree and the idea is explained enough for any interested artists to seek more details privately, just a thought.

  • Really like the name, think it's catchy:)

  • Thanks ramones and Weishaupt, I finally got it working. Much appreciated <img src="smileys/smiley41.gif" border="0" align="middle" />

    To get it working I needed to clear storage, then I disabled the ArrayPow actions from the save button and the system > set ArrayPow from the load button and it works now.:)

    Final question, how would I load ArrayPow from Webstorage? I looked at the manual and I'm still confused. Sorry for the noob questions. Regardless it's working well from what I can see, I just want to understand better. Thanks again , both of you:)

  • Thanks for following up Weishaupt, what you said in your last post made me think of something. trying it now will post back if it works.

  • Thanks for Replying.

    No, all my settings in Chrome are default and the problem occurs regardless of what browser I test in.

    I have got it to spawn the character at he first checkpoint now but for some reason the game won't recover the score, lives and layout or it keeps forcing layout 1 and I can't see what is doing it. Any other Ideas?