onion's Forum Posts

  • I've uploaded this to the arcade under "test games" just for experimentation, you can   see it here.

    However I've noticed that in the arcade, the tiles seem to have a 1px gap around them. I noticed this also when I uploaded my other example game. I'm pretty sure the tiles are pixel-perfect, and it looks fine when testing on my machine - so why the gap in the arcade?

    Do I need to overlap the tiles?

  • Here's a game I've been creating just as a test. It's using open-source graphics from the open bundle so there's nothing groundbreaking about the graphics tbh. So don't judge me, I'm only doing this project to learn tbh.

    Here's the game in Scirra arcade

    Here's the capx

    One thing I noticed though is that it looks absolutely fine on my local, running in a browser (Chrome), but when I added it to the arcade, you can see a gap between each graphics block, which is pretty weird. I'm pretty sure I'm seeing it at 1:1 on my local, so no idea why it looks different on the arcade.

    Anyone know why this would be?

    Here's a screenshot of how it looks on mine vs the arcade. <img src="http://i.imgur.com/vlX4u5Y.jpg" border="0">

  • Ahh Games what you're seeing there is actually a different test file. Sorry about that! Phonegap only allow you 1 project for free, and I'm tight so I keep uploading to the same one!

    That is one of my test projects to see if I could improve the framerate on phones. Sadly it's very slow and I can't figure out why.

  • Tyrian graphics sure are popular.

    Haha yep you're right. It's the best graphics I can find for free tbh! If you know of a decent resource for us non-artists, please share!

  • onion The Phone gap link is not working.

    You're right, try this: http://build.phonegap.com/apps/550726/install/?qr_key=XZHKzximAb66644s5RjD

    Maybe it's a one-time link that's changed every time I upload a new version. If you want to play, download the capx and have a go instead perhaps.

    I'll try and get this into a decent state of finished-ness and put it onto the Scirra arcade :-)

  • I just tried this on my Android Nexus 4 using Phonegap. Oh dear. It's sooooo slow :-(

    If anyone's interested in testing it for Android/iOS,

    here's the link to the phonegap build

    Here's the capx

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  • <img src="http://i.imgur.com/zLBtnL6.jpg" border="0">

    Here's my WIP mobile game, "The Rimward Migration" which I've posted about on the forums here.

  • "The Rimward Migration" is a working title for my game, until I can think of something better. I was using the generator on Scifiideas.com to come up with cool names for aliens, spaceships etc but couldn't settle on one that I liked unfortunately. So the working title will stand for now, which is fine :-)

    <img src="http://i.imgur.com/Pqq5P0B.jpg" border="0">

    So the game is a basic stop/start game for mobiles. I got the idea of the simple game dynamic fro ma pixel-art game called "The Tapping Dead" in the Play store. It's simple, which for mobiles is excellent. I hate on-screen controls, they're just so difficult without any sort of tactile feedback.

    So pressing and holding the screen haults the spaceship's progress. Unpressing resumes it's linear path. You have to pause to avoid colliding with the other spaceships.

    The graphics are free, and were from Dan Cook's site here: http://www.lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html

    I know it's basic right now, but I have loads of changes planned. Right now he menu screen is a mess, it only has 2 levels, and the 2nd level looks pretty hideous with placeholder graphics.

    The biggest thing I need to do is figure out how to make the gameplay smoother on mobile, as it's really slow on my Nexus 4, and I haven't quite figured out why.

  • Will there be an intermediate zoom or just the zoomed in and zoomed out viewWill there be an intermediate zoom or just the zoomed in and zoomed out view?

  • That makes a lot of sense. Thanks, I've fixed it by saving the angle to a variable, then using that when the ship starts moving again. Simple really, but I was chasing my tail around on this issue for ages.

    Thanks so much ramones!

  • I'm working on a a game that's a sort of freerunner. But with spaceships (I like spaceships!). You hold the mouse/touch the screen to pause the forward movement, to avoid enemy spaceships.

    <img src="http://i.imgur.com/jWwAXXS.png" border="0">

    I'm using the bullet behaviour for the Player, which seemed sensible. All it does is travel in a direction until it collides with a directional arrow, and inherits the arrow object's rotation as its angle of movement.

    Seems sensible right? Well it works perfectly until after hitting the direction arrow and changing direction. Then a simple hold and release (changing the bulletspeed to 0 then back to 70 again) makes the spaceship fly in the opposite direction!!! I never asked it to change angle, so why is it changing direction?

    I'd really appreciate it is someone more experienced could download my capx and have a look at what I'm doing wrong. This is my first real C2 project and I'm a bit stuck tbh.

    Here's the download. https://dl.dropboxusercontent.com/u/24767479/c2%20project%20files/TrafficCars.capx

    BTW I've also tried the custom movement behaviour, and this has exactly the same problem. I've tried saving the movement angle to a variable and setting it again after releasing, but this doesn't work either. download

  • Okay Joannesalfa I'll give that a try and see if it helps. Although I expect it to be more jerky as the theoretical pixels are larger.

  • Oh btw, the last comment was still using PhoneGap. I started using Cocoonjs but it's a bit more complicated, you have to register, then download their launcher app, then get a code, and their registration page is currently offline. So I'll have to wait until that's back up.

  • I've upped the window size to 960x640 now, to see if that would improve things - my reasoning being that the device shouldn't have to put effort into stretching the pixels too much - although does mean more pixels to display of course.

    This actually seems to make the game more smooth, although that could just be that there's more frames to play with. The fps hasn't changed at all, it's still around 12-19 on my Nexus 4.

    This also changes the aspect ratio to 3:2 as suggested by a blog article I read. I'm using "scale outer" though so this won't be noticeable to a player.

  • Ah, thanks!

    Dammit, that's a shame, I enjoyed using PhoneGap because it was so easy! I'll try Cocoonjs instead :-)