Mike at BrashMonkey's Forum Posts

  • 33x33 tiles used in a 32x32 grid works in every case i've tried including node-webkit. Are use using tiles that are 33x33 and a grid that is 32x32, with the anchor point at 0,0 of the tile sprites?

    if you upload or link to a capx with your issue, I or someone else can likely help resolve your issue.

    cheers,

    Mike

  • Ashley,

    Point 1) There are many cases where a game works perfectly at high FPS and then fails casastrophically at low FPS. Delta time is fantastic, and its great to ensure stuff stays the same speed despite FPS, BUT this very solution to one problem makes objects fall through floors and otherwise completely miss critical collisions with objects, enemies etc etc at much lower FPS. The ability to cap frame-rate (at least while testing) would allow game makers to easily make sure the game works great across the board..even on weak devices.

    Point 2) It seems to me it might be simple to allow the game to detect the power of the device its on and adapt the fps accordingly, as in: If FPS of title screen is < X, then cap FPS at 30, if FPS of titlescreen is greater that 50, then remove FPS cap....so perhaps there is no good reason to assume that capping the FPS will degrade anyones experience, in fact, only guarantee best experience across all platforms. (because we could turn off the cap either before making the build for high end platforms, or have the game turn off the cap at run-time if running on a powerful device.)

    cheers,

    Mike

  • A way to cap the FPS while testing would be great at the very least, as some bugs only occur at low FPS (like falling through floors, missing collision detections etc)

    +101 (to counteract newt's strong objection ;) )

    If we could cap the FPS while testing, we wouldn't have to deploy the game to an actual weak device to make sure we've fixed the issue for low end devices.

    Also ,capping the FPS so that its constant can make a games overal play experience better that an PFS that changes frequently due to whats going on on-screen.

    -Mike

  • Hi everyone,

    I finally made a thorough tutorial video explaining how to control Spriter files (Spriter object)once they are imported into C2.

    you can watch it here:

    https://www.scirra.com/tutorials/699/importing-and-controlling-spriter-animation-files

    cheers,

    Mike at BrashMonkey

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  • I agree, and asume most people like double jumps, but I think reserving it as a power-up is fine too...if a game is fun, it's fun...no mater what design decisions you make, make sure it's fun...and always get other people's opinions, as we end up very biased about our own babies, and play them so many times we love how they control, and think things are intuitive that are not etc.

    -Mike

  • Hi,

    When I export games via cocoonjs to run on IOS devices, then load on my device, there is an empty black screen after the two cocoonjs load screens appear, for a few seconds.

    Is there any way to avoid this?

    do I need to make my initial frame as something with almost nothing in it so that it will load quickly and show up immediately after the two cocoonjs screens?

    thanks,

    Mike

  • Could help indeed. :)

  • No one can help because we can't understand what you want to happen. If english is not your mother tongue, try typing it in your native language and using google-translate to translate it to English and paste the english version in this thread.

  • hi angelkom,

    When you say "old product" and "new product" are you comparing old and new builds of C2, or are you comparing Construct Classic to C2?

    Now that you're on C2, how are you testing your game? On a Browser? If so, which one?

    If you load images as oversized into C2 and then reduce the sprites in C2's frame editor, they are still oversized images, which is wasting memory and drawing time...definately a causal factor in poor performance.

    Otherwise, some suggestions:

    1) Make sure all sprite frame images are trimmed as small as possible, and are NOT oversized if they dont need to be.

    2) Make sure all collision shapes per frame are as simple as possible, (using as few points as possible)

    3) Make sure any sprite that does not need to have collision checks has collision checks turned off

    4) Make sure to only use "for each" events if they are absolutely critical for the game to work.

    5) Make sure all events are neatly arranged into groups and that all groups that arent needed at any point in the game are turned off, and then turned back on as needed!

    Anyone else got suggestions?

    cheers,

    Mike at BrashMonkey

  • a shame. Hopefully node webkit can make this happen some day.

  • how bid goes the circle need to get? If you start with a big circle image in your sprite, it won't pixelate anywhere near as much.

  • Yeah, control the vectorY and vectorY while the animation is playing, (even per specific frame if you want). Don't think if it as angles, think of it as horizontal movement speed VS vertical movement speed.

    You might also need to set the platform behavior to ignore player input durring the jump so the player can't interfere with the vectorX and VectorY.

    Best of luck,

    Mike

  • We really need to take a deeper look.. What is the overall resolution? How big are your "sprites"? How many animation frames? Is each image trimmed as cloesly as possible? Do you have tons of "for each object" events going on? Are you using any physics? How many collision checks are going on with eact "tick"

    best of luck.

    Mike

  • seems you need to both limit the movement of the player so that they cant go that low in the "layout" and you should also make sure that all the HUD and UI stuff is on a seperate layer that is highest up on the z-order so that it will cover anything that ends up down there.

    You can also limit the "camera" to never go too low.

    You're going to have to work the exact logic and events out yourself to do these things unless you want to share your capx with someone so they can help you work around your specific needs and design.

    best of luck.

    Mike Parent

  • I don't quite understand your response, Arima...

    It seems like you said it uses webgl, which DOES load each level (layout), but then you say "an option to wait on loading anything from disk until loading the layout that heeds it would be nice. ", as though it does NOT load per layout....

    So, which is it?

    Are you saying it only loads one event sheet at a time, but all images and sound files still get loaded all at once?

    thanks,

    Mike