Somebody's Forum Posts

  • Sounds to me like making it into a Humble Mobile Bundle would be a good way to go - your product needs to be of a certain level of quality, sure, but when you make it it's a some cash money and a very decent chunk of publicity.

    Although in general when you are at a certain level of quality it probably matters a little less - then your game is good to go on multiple platforms, etc. If you just make a "tappy turd" and expect the money to come knocking then failure is predetermined in there somewhere.

    Android's problem is, probably, the huge amount of junk hardware that's distributed among those unable (kids) and/or unwilling (those with the super-budget devices) to ever pay for anything. Apple, with their goofy pricing has already established itself as the product for a slightly different range of customer thus, obviously, purchases are more likely.

    Still, among the billion Android devices there have to be some users willing to use/buy your product... if it's good enough.

  • I would recommend coming up with a function that does the whole thing, based on certain settings, like position, platform type, coin amount (or pattern), etc.

    That way your content creation is separate from the gameplay bits and way easier to manage.

    Then in the function, depending on parameters you can, for example, have sub-events that do certain things: First one makes the platform itself, second one places spikes in different patterns, third one places coins in different patterns.

    Then you just use whatever game logic to call the function and make your stuff.

  • looks like it's just the downscaling that affects this, if set to low it's ok, medium or high causes this bug.

    Good thing you found the offending setting. Now I found thid this on r169 Changelog:

    [quote:2r7bvujw]Downscaling quality

    There's also a new project property to control the rendering quality when downscaling (drawing sprites when they are resized smaller than their original image). This is important because the tradeoff is between quality and memory use, and in rare circumstances can also affect whether display glitches can occur due to spritesheeting. You may wish to read about how mipmaps work, since they are used to improve downscaling quality; also note we can only control mipmaps ourselves in WebGL mode - in canvas2d it's up to the browser. The three modes are:

    Low quality: mipmaps are disabled (reducing memory use), but downscaling sprites can look blocky or pixellated even with linear sampling. Use this to save memory if you don't care about downscaling quality.

    Medium quality: mipmaps are enabled, which adds about 1/3rd extra to the memory use, but downscaling sprites looks much better. Since the spritesheet after export is closely packed with images, in some circumstances unrelated images "bleed" together at low mipmap levels, causing display artefacts in downscaled sprites post-export.

    High quality: mipmaps are enabled, but the spritesheet after export spaces and aligns images to power-of-two positions. This negates the memory saving of using a spritesheet, but guarantees that low mipmap levels never bleed separate images in to each other, ensuring glitches never appear. However there is a high cost in extra memory usage.

    So I guess my question is - what triggers mipmaps? Is it C2 that does this? And if yes, then why does it trigger mipmaps when only one side is smaller than a threshold (causing terrible artifacts). I had submitted a report on this previously, but wasn't aware of which setting was responsible. Perhaps it needs some fixing so we can have best of both worlds (mip mapped when it makes sense and proper high res when it doesn't).

  • Could you post a screenshot of what it looks like now? In my case some of the sprites seem extra sharp despite the Sampling being linear, but overall there's no annoying side effects like this.

    [Edited since Mip-mapping is the culprit and not sprite-sheeting. But it still seems that mip-mapping doesn't work quite right, so I hope that gets looked into]

  • Well, I tried it on a PC and, of course, there it was very smooth and everything worked. My tablet of choice doesn't support WebGL in Chrome so will have a look on that, see how it fares.

  • Simple game idea, but well presented - looks quite professional. Seems like could be fun for two players.

    But, obviously the classic pong formula only lasts so long. You could introduce something else, like, say powerups that spawn in the middle and whoever taps them first gets them or, for example, each bounce earns you some points that you can spend, for example, on units that march toward the enemy fortress (like throwing some tower defense in there).

    That flag animation is nice and adds some life to the background, you could also add concerned little people popping up every once in a while in the main window or towers - funny AND distracting.

  • I believe KaMiZoTo is talking about overcoming the limitation of the built-in shake that requires some scrolling room for the shake to work (or enabling Unbounded scrolling).

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  • I suspect it's the graphics card aggressively mip-mapping the textures (i.e. using lower resolution versions when it thinks the texture is small). The problem is that even a single side can be small and the entire texture gets smushed into oblivion.

    Your example up there is just like that - a otherwise tall image scaled down so the ratio of height becomes small and the smush is there.

    I kept on running into this on my thing that also scales sprites A LOT.

    Can you test if it still happens if you change your settings like this (the scaling doesn't matter I guess):

  • In theory they have a JS API so someone might be able to make a plugin. Now whether someone would be willing to put in all that work for something relatively niche...

  • alextro - Wasn't aware of the Self.IID parameter, very elegant.

  • This is probably covered many times if you just searched. Place the UI items on a separate layer and set its parallax to 0.

  • Which is why you start with the next instance and then work your way back to the previously set x and y variables. Just add a check to start drawing from second variable onwards.

  • This new version looks a good deal better. My suggestion for the look would be that grass looks somewhat strange underground. It would probably make more sense to have rocks or some sort of debris there.

  • Global vars for x and y, for each instance, draw a line from current to x and y, set x and y to current, next instance. Kinda like that.

    The line would be a sprite you create at current position, rotate towards x and y vars and set length to distance between vars and current position.

  • Hehe, it's cute, just like all the other creatures. Perhaps a center spike on top so it's clear that area is dangerous? And/or it could have darker, perhaps even reddish spikes, like a rose - but that's up to you, how it fits into the art style.