Xavier's Forum Posts

  • Did you try selling non exlusive licences to game portals? I'm wondering if that is still profitable.

    Also, do you do the art yourself or comissioned?

  • Is multi device multiplayer possible to do with gamee? And how does it work, is it online, local...?

  • I think you haven't added the condition that checks the distance.

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  • >

    > > Error 404

    > > https://dl.dropboxusercontent.com/u/191 ... index.html

    > >

    >

    > Yeah it was an old post and dropbox drop support for hosting. I've updated the links.

    >

    Am I going crazy in that I cannot find your Dropbox link anywhere in the thread? I would like to take a look at it.

    Use the itch.io link in the first post, dropbox doesn't work anymore for live publishing.

  • Error 404

    https://dl.dropboxusercontent.com/u/191 ... index.html

    Yeah it was an old post and dropbox drop support for hosting. I've updated the links.

  • Isn't node webkit what you want?

    https://www.scirra.com/tutorials/1276/e ... -with-nwjs

  • I've added a google drive link.

  • https://dl.dropboxusercontent.com/u/191 ... _test.capx

    https://drive.google.com/file/d/0B6abl_ ... =drive_web

    If you preview it should open without WebGL on Internet Explorer, you'll notice a few objects with bullet behavior moving very slowly but smoothly to the left.

    Change renderer to WebGL, now these sprites aren't moving smoothly anymore, it's like they are skipping pixels or avoiding subpixels.

    On Chrome it doesn't matter, it doesn't move smoothly with and without WebGL. Firefox works just like Internet Explorer.

    It feels like it's forcing Pixel rounding or something when I activate WebGL.

    I want to be able to have smooth movement of sprites even when they are moving very few pixels at a time.

    How can I achieve this with WebGL? Thanks.

  • rexrainbow Thank you, I've finally managed change the movement to LiteTween and it looks amazing, now there are more options to animate the board with the tween effects.

    Your plugins are very good.

    By the way I recommend to change the touch events with this simple change:

    Also reduce the "Swap" and "Undo Swap" wait to about 0.3.

    It's a lot more responsive now and it works both ways, by dragging and also by touching one by one.

  • rexrainbow

    Is there any way to add tween to GridMove behavior or to replace the GridMove behavior with LiteTween for the falling? Thanks.

  • alextro

    I've been able to test the .capx a little with my phones and I'd like to give you some suggestions on what I've found.

    Your code uses a lot of cpu, even if there is nothing going on.

    For example, when the game is waiting for a move and nothing is happening on screen, there is still a lot of cpu being used. In this state the game should have almost no cpu usage because there are no calculations to be made yet, but my phone is still at 10 fps when nothing is going on. The iPhone 5s has a better cpu so this is problably why it performs better, but still it shouldn't use that much cpu and your code should be optimized.

    An example using debug mode: on Level 1 the game is using around 40% cpu on my Intel 4460 core i5! That's a LOT, it needs to be optimized. Even a simple level like Level 2, it's using:

    30% cpu on my desktop i5

    40% on iPhone 5s

    80% on Xiaomi Mi3

    And for comparisons, the Bejeweled plugin by Rex found in the forum only uses 10% cpu on the Xiaomi Mi3.

    Another problem I've found is that if I create a square board, 6x6 for instance, nothing happens and I can't swap anything.

    It's a shame because I really like the final result and how easy it is to create your own shapes, but I think it need a lot of optimization and a cleaner code.

    To start I recommend that you delete all the disabled events and unused layouts and make the events more presentable. Separate different parts of the code with groups or different layouts, this way it's easier to debug and it's more organized.

  • alextro

    Yes now it works thank you. However the game is very very slow on one of the phones I have and I don't know why, I think it runs at around 5 fps, I tried all the browsers. It's a xiaomi mi3.

    On the iphone 5s it works fine, and these phones should have similar performance. :/

  • Xavier , you could test the following:

    - change in translation.lang supported language in a variable with only 2 characters (example: "en_US" become "en")

    - set language to the 2 characters from left of browser language value (in lowercase)

    I'll keep it in mind for the future, thanks.

  • alextro I can't open the demo in the store page, the loading gets stuck at about 75%. I tried it with all my phones and Windows computer.

  • armaldio great plugin.

    If I may make a request, one feature I would like to see added is the ability to automatically change the language based on the browser language.

    For instance if someone doesn't want to add a language select to the game, the game should automatically pick the language of the browser.

    I can program this inside Construct 2 using (if browser language = "es" then Translate set language to "es_ES"), but the problem is that some browsers return "es" for spanish and some other browsers "es-ES" and maybe others will use "es_ES", so I have to cover at least 3 possibilities now for each language.

    This would also be great because if publishers need to add more translations to the game then they would just need to edit the json file without having to mess with the code.