ThunderZ's Forum Posts

  • Here are my personnal test :

    Kawaii Puzzle (low spec puzzle for kid)

    The fps are great for the 2 export CocoonJs and Intel XDK with Crosswalk.

    I've graphic artefect with CocoonJS using the last version with tiled bitmap but it seem to work at all.

    So i want to stress them more and export Space Tako Invasion on them :

    CocoonJS :

    night mode : 21 to 26 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-10-33.png" border="0" />

    day mode : 27 to 29 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-11-22.png" border="0" />

    Intel XDK CrossWalk :

    night mode : 31 to 34 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-12-12.png" border="0" />

    day mode : 35 to 41 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-13-37.png" border="0" />

  • Did you see what i've modified and how do to now ?

    ps: don't forget to modifie you title screen layout (it's using tiled (i've renamed the _old))

  • it's not perfect in bitmap (i just cut your original one).

    Use power of 2 resolution and it will be better ;)

  • Here the game modified (only the game layout for you see the difference with the menu) -> capx + modified bitmap.

    https://dl.dropboxusercontent.com/u/732352/sugar_modified.zip

  • I could correct your capx if you send me the original bitmap. ;)

  • How amazing bad use of tilemap and C2. <img src="smileys/smiley5.gif" border="0" align="middle" />

    As Ashley say use tiled background.

    Exemple :

    1 pixel color gradiant for your blue background (non alpha) + 1 tiled sprite for 'clouds' with alpha. (the size you want placed at top of the gradiant sprite).

  • How many unique tiel did you use ?

    C2 does a baching but only for tile that are identical.

    The better way will to have a global batch with the tile system (1 layer = 1 draw call) but with ou memory management it's impossible.

    You just need to design your worl/tile/level, to be more efficient with a low number of draw call.

  • very impressive use and trick for slope and mouvement ;)

  • Very Nice effect, do you plan to share it ?

    Actually for the same result i need to use big bitmap with alpha that isn't perfect at all.

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  • The NodeWebKit Preview os actually for me the best preview (fast and soo good with the debug windows.

    But their a really boring thing, nodewebkit + C2 never clean the cache.

    Why not add something like :

    $(window).beforeload(function(){

        var gui = require('nw.gui');

         gui.App.clearCache();

    });

    It seem that their is and App.clearCache API since the v0.6 of nodeweb kit.

    Can you udpate nodeweb kit preview to clean the cache all the time we lunch it ?

    Because in dev after some day of use you could easily have more 100k files that slow down the system and nodewebkit lunch.

  • Personatly i make a layer call "route".

    I place on it square sprite with a route_index_variable that contain the number of the node path.

    1,2,3, .....

    in code i move the layout following this path.

    basic and working.

    Not simple if you need lot path and for lot of entity (npc rpg) but it's ok for a simple auto-scrolling level for exemple.

  • Depending of the size of the object (image source) and how many time you do this per tick.

    in your case use you could use the method you want without any problem

  • Nice Share, very smooth.

    Other game mode possible with you template

    1 - after the block hit for destroy, check the block that can be destroy too for combo ;)

    2 - generate new block on top :)

    3 - limited time and/or move + score limite to reach :)

  • Very very nice result and fast webgl acces for doign dynamic color lighting + shadow :)

    Thx a lot

    Personatly i use Construct2 as it is made for 2D games (i've buy shiva3D and unity 3D too but for 3D).

    The choice of HTML5 is not but very limiting the output potential on mobile (well futur is coming better and better but it's long too wait :p).

    The only thing for me that construct 2 can do for doing better 2D is to have more easy way/plugin to add new modern 2D because actually thing like light,shadow,bump mapping ect... are hard to handle with it (and so easy with a 3D engine (but 2D setting it's worth)).

    Actually Construct2 is working great and is easy to use and setup for basic 2D game on mobile.

    For 2D PC game, it could be a great piece of software too but the actual design need to be tweaked to continue to be greatly integrated with the editor.

    Construct2 need to keep is 2D only desing and the easy way it have draw to use.

    It just have to extend this 2D to become more usefull for AAA 2D game on high machine.

    ps: the sprite support was a really great choice of the extend for AAA game ;)