Toddler's Forum Posts

  • Cool beans !

    Thanks !

  • Oh Man...I realize I have to right click ON THE MARGIN! That thin ONE PIXEL LINE!!! to get the sub event option, this is CRAZY !

    Thanks anyway

  • How do I get it to look like the bottom image ?

  • Do I have to use Sprite Sheet [A single image containing tons of animations of the player] to make Construct 2 more efficient ?

    Or it is just as fine for me to import the character animations frame by frame into Construct 2.

    Is one faster then the other during actual game play ?

    Or it has no difference, construct 2 will combine all the images together anyway if sprite sheet is really way faster.

    Or it really does make no performance difference at all spritesheet or individual.

  • Thank you Burvey

  • Hello Burvey,

    It doesn't work, now it doesn't even trigger at all.

    Can you please download this example file ?

    Basically, I want the sound to trigger on the first jump from the floor and not on the jump midair in the air

    http://expirebox.com/download/c7425a761183cb0a98266ce9f038099c.html

  • I have double jump enabled, but the "on Jump trigger" will trigger twice if I mid air jump, how do I detect the first jump while on floor and not the one on mid air ?

    Let's check out each other's YouTube channel and make some friends <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This is mine:

    Established Channel [For more intellectual stuff]:

    https://www.youtube.com/channel/UCBekoG ... VPpYSv3Y0w

    Very New, Very young Channel [For gaming]:

    https://www.youtube.com/channel/UCwRilb ... IILNrgZsEg

    Share yours ! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • 2K to 3K !!!!!!!!!!

    I rather spend my cash on the sony 4K camcorder for my YouTube Channel then

  • Try Construct 3

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    The speed of light exists because that's the maximum speed this simulation can buffer environments for rendering and collision detection.

    Since we are all Game Makers, what do you think ?

    Maybe this whole world is Construct 3000 and our Lord Ashley Gullen [Not in this simulation, but the big BIGGER one] decided that 299 792 458 refresh rate is more than enough to account for all Box2D/3D/4D Plus Time Collisions ;p

  • I hear you Prominent, but I am actually worried about resolution, I made a game called "Pigazoid" on Apple and Android two years ago and I spend 90% of the time [excluding graphic creation time] on technical issues trying to get these two devices to run Pigazoid smoothly using Actionscript 3[Flash].

    The experience was so bad [because I find myself programming pixel blitting and various hacks over and over again to juice out whatever little performance I can get] and the resolution was too late a decision to change that I have learned to take the resolution decision very seriously now.

  • Sorry to link to another forum, but because I was getting ready to make a Platform game for this:

    I started searching around to have a sense of the resolution that most games are created on to balance speed and graphics.

    http://www.rage3d.com/board/showthread.php?t=33917070

    This post is an eye opener.

    Apparently even today's title are released in 1024 pixels !

  • Yeah I am thinking of 1280 by 720...yes, having to compromise future prove [2 years hopefully ?] with playability.

  • Say you are making a HD game to match the 16 by 9 ratio of today's phone/tablet/WiU/Whatever.

    What would be the resolution that you would use that compromises smaller resolution to speed that will be playable on most retina devices today ?

    1920 by 1080 [which is insane at this point for HTML 5 games]

    1280 by 720 ?

    Or even smaller ?

    How small will you go before you think to yourself "why don't we all go back to the 1980's if you want to make it so bad".

    What is the optimum resolution for most of your 16 by 9 games for retina fellow game makers ?

    I understand some might say "it depends on the complexity of the game with its bla bla bla", please don't.

    All things being equal [which they are not I know], what is the usual resolution you use to make 16 by 9 games now ?

  • Manual:

    Use high-DPI display:

    Some devices have a much higher resolution display, with more dots per inch (DPI) than other devices. Setting this property to Yes will use the full resolution of the device for maximum display quality, although this can sometimes reduce performance. Setting to No will treat the display like a traditional low-resolution display, which reduces detail but can improve performance.

    That is A LOT OF WORDS but what does it ACTUALLY DO ?

    Say I have a 1920 by 1080 Screen and I create a project that have a window size of exactly 1920 by 1080.

    What will setting Use High-DPI display to "No" do ?

    Will it automatically lower res the whole thing and then blow it up again ?

    If it does that what exactly is this "mythical" low resolution that it scales down to ?

    Say I have a 1920 by 1080 screen and I create a game with a window size of 1280 by 720.

    What will setting Use High-DPI display to "Yes" do ?

    Will it scale up using a different algorithm compared to setting it to "No" ?

    Even worst, what if you have a 1280 by 720 mobile screen and your project window size is 1920 by 1080 and what would setting Use High-DPI to either Yes or No do ?

    There is no explanation as to what this simple dropdown list actually do in the background.

    What does it actually do ?