Ragevortex's Forum Posts

  • Sprite Fonts when done correctly can be a great asset for your game.

    (frankly I wish they were easier to set(At the moment i have to set a grid in photoshop and fit every letter I want (usually I just make a full paragraph and set them manually instead of one letter per layer which I've also seen done) but they look awesome when done)

  • Have you tried sprite fonts?

    or do you want to use an actual image as the score... like "if you get 100 points you have a cool symbol or token or badge"?

    A bit more information on what you want can be usefull.

  • Have you tried destroying your objects outside of layout?(depends on your type of game tho)

    I had a similar issue some weeks ago. I was using a template and forgot to switch my signs so my objects were not being destroyed as they should... ended up having 300++ objects and increasing them with time. when i fixed it it was a steady 40-43 objects all the time. which greatly increased my performance.

  • Hi there I'm not sure what you want but maybe this can point you in the right direction:

    in any case if you set the game time scale to 0 is like pausing the game . I'm using it on destroy (character dies) AND you can set individual objects time scale for example you want to stop everything except the cool explosion effect you made for your character you set the time scale to 0 and then set the time scale of the "particle emitter of your choice" to 1 and boom you have a your game stopped except for the effect you want. Its just an example but it can be easily done.

  • looks preety neat... a map would be good eaven if it generates after you move around.

  • Real nifty stuff septeven

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  • My brain is fried at the moment - working on two diferent games.

    I wonder if septeven could take a look at this idea and see if he can help.

    I took a look at your dropbox plugin real nifty stuff. I'm wondering if you could do a similar miracle with Google Play Services. if youre no't too swamped.

    I've been trying to do this but my skills are limited at the moment. (lack of coffee I guess)

  • You could have a "spawner" object spawn the correct sprite at the correct position based on the player choise. (or enter frame depending on what effect you want. (so yes this is destroy/create method)

    You could have one sprite have everything but be used only for the "character select screen" and just swap "animations"

    Depends on what you want to achieve. I have used both methods so far its a bit more dependent on need than on actual performance.

    If you use something like spriter which has a plugin for c2 you can setup your animations and a set of "skins" check their stuff maybe you get some ideas too. I'm planning on using that as soon as I'm done with the current projects I'm working on.

  • swordofsolace hmm... can't you just hide the player on spawn for one second and then show him?

  • LoganJFord Preety neat. I was working on a solution to do just that in my game but yours is way cleaner than mine was.

  • I realize I've been ramming my head against a wall with this and am probably going the wrong way about it.

    I'm curious if making this plugin based on the browser plugin would be any good as an option...

    or if I can use the existing browser plugin to send the calls for the Google Stuff ( leaderboards, achievments and the such) which are just set as variable data in the game in the first place as they would only need to actually recieve the player information...

    I'd like your feedback on the viability of this Ashley if at all possible.

  • tenbolts btw your game looks very nice and so do the layouts

  • AllanR an interesting approach you went literally the opposite way I did on one of the games I'm making (where I was generating too many objects and had to destroy them all)... maybe recycling the objects like you did may help with the stuttering on my game but i'd have to re-"code" most of what I'm doing. Maybe I'll try using that alternative for next game.

    Ashley - update - hmm... so what could cause the stuttering. I'm using 2 BG's going back and forth with them, and making 4 platforms while falling (which is causing the player to jitter a bit ocasionally) I'm experiencing the same stuttering in cellphones too.

  • Wow really!! I'm working on a similar concept of pong with multiplayer support... (right now its a mess tho) I'm basing it on the chatroom tutorial but I'm having trouble sending the player to his room and keeping the host on his "host room" ... (looong story and there's reasons too) reading a bit more to see if i can fix what i have so far.

    [edit]

    • to be a bit technical
    • I'm attempting to keep the host and the player on separate rooms.
    • using a "portal like" action to send the ball to the other player (along with the trajectory angle and position in x)
    • it works well in theory I should be only sinc-ing when the ball comes in or goes out. and the marker.

    -at least in theory it should work. however I cannot test that theory outside the host room at the moment since my player never gets into his room and crashed the other browser window.

  • yogert96

    Thank you for your reply:

    True you can and you can do many other things with clay.io too as I said it has a lot of potential... however, the point still is, making a Google Play Game Services (clean) plugin for C2 not using someone else's service.