theames's Forum Posts

  • I'm a bit confused how to do this without a million lines of code

    In my game there's say 100 levels and on each level there are like x number of things to be destroyed

    Say on level 1 there's 26 items and on level 2 there's 15

    on level 1 you destroy 10 and move on to the next level, on level 2 you destroy 3 items

    You can submit your score after any level

    I need the variable (which will be stored in local storage I guess) to be the accumulation of these numbers i.e. 13 after completing level 2

    If they go back and do level 1 and manage to destroy 15 items there overall score is now 18

    What's the best way to store and update this kind of score variable?

    Thank you

  • Cool cheers all sounds good

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  • Just what i was looking for cheers

  • I'm a bit confused with how to build a game for iPhone

    I understand there is an option for the use retina display in project properties, but what i'm struggling with is how to set it up

    Do i start with a project which has a size of 960x640 and use the full size images, or do i create an app at 480x320 and reduce the size of every image by half or something else?

    At the minute i am using graphics at there full size on a 480x320 project whcih im sure is wrong

    On a seperate note these images appear very badly pixelated when on iphone 3gs via cocoonjs launcher

  • Is there a way to count all sprites on your layout?

    I'm just wanting to keep track of all the sprites I have in comparison with the FPS

  • I would like to use the canvas plugin using an array of points i will plot a line, is it possible to then delete the line between 2 of the points?

  • Thanks for the reply, ill check his blog

    i have followed all the optimisation guides and have alleviated most of the issue, but one main issue remains

    When i click on the object and draw a line it creates an instace of a 10x2 sprite every 20 pixels, my objects then follow these lines

    if i test in the browser i can create 2000 of these lines before the FPS drops, but in windows 8 i can draw only 50 and it drops (this is running on a local win 8 machine, not the tablet emulator) just seems like the export to win8 results in something that can only handle a tiny amount of sprites on screen at any one time, even if these sprites are small and not doing anything

  • Just one more point, if i publish as a standard html5 site, upload to a website and then run it via IE in the windows 8 tablet emulator then i dont have any problems at all!

  • OK so I'm not a happy chappy today

    We made a game which runs sweet in the browser. But when it comes to putting it on mobile devices it sucks the big one.

    We have say up to 20 moving sprites as slow moving bullets, you can click on a sprite and draw a path and it follows it.

    There's quite a lot of collision detection.

    If I remove the background tile, foreground map graphics, and even remove all collision detection events, its better but still the more sprites on screen the lower the FPS and I'm not talking about hundreds of sprites, like 20-30

    Even when we draw a line which basically creates an instance of a line sprite every 20 px the FPS drops massively, these are static low size sprites that arent doing anything and I dont get why the FPS should drop so slow

    we have tested on iPhone and on win8 tablet simulator, its primarily designed for Win8 and it runs fine on a win 8 computer but the tablet simulator shows massive problems and I''m worried it will just get rejected simply for poor performance.

    I would like to know what people's experiences have been with publishing to mobile devices, what limitations they met, how they got around them etc and any suggestions how i can stop the FPS dropping so much

    As far as i know i'm not doing anything massively complicated here, slow moving sprites with collision detection, some of the spirtes have animations which i have slowed down and it helps, but even without the animations there's this drastic drop which seems out of proportion to the amount of stuff going on

    please help!!!

  • Once again cheers! It sounds like this guy was wanting to do exactly the same thing as me!

  • Is it possible to move a sprite from point a to point b but using a sort of bezier curve?

    Think kingdom rudh when you launch a bomb from the artillery tower, it sort of goes up and then down on to the target, like the bomb is thrown out of the tower on to the target but up in to the air

  • Aha! Can't believe I didn't see that! Thanks very much and sorry for being a complete moron!

  • That's amazing!!! Worked a treat, thank you so much!

  • Absolute GENIUS!!!!!!!

  • Sorry if this has been suggested before, or even if this feature already exists and I just cant find it but....

    Could we have the ability to search or filter an event sheet? It gets very difficult sometimes relocating an action when the event sheet has a lot of actions in it.

    I know I should use separate event sheets and import them, but still, would be a nice little feature