NlaakStudios's Forum Posts

  • Designed that way. you need it when you get past the blue gas giant. Noone has finished it yet.

    I just put out version 0.9.1-RC1 -> even more bug fixes, dropped total objects by 688, and final performance tweaks. It's playing quite well now on the iPads - iPhone is just to weak though. too small a screen also.

  • thats the forums link. you have to have 500 rep for actual link. seach for crossroads in completed creations. ty

  • it's been up for a week now and i have 4 other devs that posted some feedback? please check it out and answer the quick few questions. i need to know if i should just drop it and move to the next project.

  • it was (my capx) is a timer that counts and saves. Number to string and back. He's going to have to post his so we can see whats going on.

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  • They are both pedals and wheel actually racing items. I blew them up and went 300 dpi. Then i used the pen tool to get the patterns. chopped it in half and just built 1 side of each pedal and 1 side of the steering wheel. Then mirror and group. From there I can apply my layer styles on each component. So they started as real but textures everything are changed.

    this is the original steering.

  • I welcome input. Yes they are not vectors. I use Photoshop and its a hobby. When brought down to size for play, you can not tell at all. An i don't want to really do packages because most developers here don't have financing LOL but need some art. So i don't mind making stuff for my games with the intent of making it available to all for a very small price.

  • Np

  • I disagree. the example that I used with the five frame coin is just that one example. What if somebody in here was writing the next World of Warcraft. When you start thinking of backpacks potions armor horses whatever it's a lot easier to render the sprite in parts and in grayscale and then apply a color filter then you have a smaller footprint but it also allows you to have a lot more possibilities visually.

    this really should be a feature request. I'm actually kind of surprised considering how will the c2 engine is designed. it should be added to the image class. C2 is an awesome engine there's no reason to limit it.

  • Here you go. It's not a bug. I have it working in all my game. Here is a example project File.

  • I just recently helped another developer do just that. It's really just a matter of stepping back and thinking about how long everything takes.

    Mobile is very very hard to do. You really have got to keep the memory footprint down and you can't hit a processor with a lot of tasks. But some tricks that I could teach you that creates the illusion that it's doing everything but its really not, using basic logic I'll show you what I mean...

    As an example you have a character running around the screen you have to update the position of that character about 17 times a second. However you don't have to check the input 17X second because nobody can move that quick. So you could put your input routine into a function that only runs four times a second and you're freed up some processing power - actually just saved 4.25ms per tick. Do the same thing with collisions to achieve the same effect. I usually go 5X (3.32ms) a sec for collisions.

    Now, Maybe your guy has an inventory... You don't have to take and check the inventory to see if the hammer is in there 17 times a second do it once every second. Just those 3 things saved us running executing 43.98 tasks - saved us the couple thousand operations of the short game. That would help stuff run on lower end devices and make desktops and higher end devices work less which saves battery usage all the way around.

    one note, I learned very quickly that on C2, don't put path finding AI in a slower loop. Keep it every tick for fast paced stuff. If you run your game in the debugger and look at the system section, make a note of your collisions/sec and CPU %, I guarantee you you will cut both in half.

    Another trick if the layout is biggest than the screen is to see if objects are even visible, if not ignore them. The player will never know. Just update the stuff the user can see, everything else, update every second if you must.

    Hope this help someone. Chow.

  • I have created A racing steering wheel, gas pedal and break pedal. See Below. I'll put up a Package this weekend for about 8 standard colors but really this is more for what you need. So post the Colors you want for A & B and i'll put it on the store for $2 bucks. The Packs will be $10 for 6 colors.

    The steering wheel comes in 2 styles. Split down the middle so you can have landscape with left and right or whole as pictured for bottom center portrait.

  • Go to github. Search for sprintf for JavaScript. Call it with the browser object passing in your string and display the result.

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  • I'll take a look for you. Well never mind I can't help you due to restrictions also. My Skype is nlaakald.

    Save the game as a single file and please replace the graphics with just basic colored shapes. Zip it and contact me via Skype. This will decrease size and protect your content.

  • its in the title. I don't have enough points to post a link in the body.

    i2tmlabs dot com

    thats it.

    I'm trying to get revision 0.8.5 out.

    • Fixed bug where if you played another game if freaked out on load
    • New Title Buttons
    • New Title background
    • Updated Title UI to support changelog
    • Added Autosave/Resume
    • Some tweaking to Damage(s) & Health(s)
    • Adjustments to various sound effect volumes
    • Sound Toggle Working (Finally)

    soon as I am done with the autosave feature i'll give it a run through and release.