PixelPower's Recent Forum Activity

  • Hello! After going through a little bit of optimizing, my app went from 256 memory use to 132. How can I further lower this?

    Would you suggest a complete resizing of all images? My average sprite size is 600x600 px reduced to 200x200 to fit 480x640 screen.

    Excellent!! Are you still having trouble running your game on your device ? If so yes your sprites should be the size they are in game.

  • Wow the game looks fantastic!!

  • Okay, last question: from Stencyl I could get working Android and iOS games without any problems. It interpreted finger touches in the exact way as a mouse click. Is that also true in Construct? And, how simple is it it to export (or convert) to mac?

    1) Yes the Construct 2 games run fine on mobile fast and smooth.

    2) Yes it uses touch input the same maybe a bit better.

    3) I don't know about Mac as I'am using a windows PC

    If you have an android device then try my games so you can see how smoothly Construct2 runs.

    https://play.google.com/store/apps/deta ... ion.undead

    What I want you to notice is how much action is going on and how smoothly it is. Construct2 is the best!!

  • Do you have a web version?

    Yes here https://www.scirra.com/arcade/adventure ... ndead-7999

  • > Is this coming to mobile?

    >

    maybe, but first we working for pc and steam

    Ok cool I asked because I'am actually working on a mobile metrovidvania style game for mobile too. Your graphics is better than mine actually.

  • I went to the mobile showcase area , with all due respect stop it . Our regular googleplay thread has better games then the showcase but thats not important as why . All the games in the showcase seem to use the least amount of actions possible. So I went and downloaded a few and I was right.

    Some of the games are fun like tiny dangerous and owens odessey but are devoid of much action. Its like sprite management to the max. Please just go with C2 I thought stencyl was better than what I just experienced . I can tell by playing the games that a lot had to be cut out to run on mobile.

    For example my game Operation Undead has enemies coming left and right , bullets flying, large sprites and no slowndown. I don't see any Stencyl game like that in the showcase of Stencyl best games. And my gamme is average action I seen other mobile gammes made with C2 that has even more action then mine.

    This is the showcase

    http://www.stencyl.com/game/showcaseMobile/

  • Solid simple and fun gets tough around 80 points haha starts to move real fast.

  • Dude come on you know the answer thats too close to mario. The main hero is fine but you used the same bricks and the coin block is still too similar. That said there are many flash Super Marioo games that took the exact graphics and used them. So you can take a shot and see what happens.

  • 1) Yes you can use 940x640 but since this guide is for everyone I went with a lower resolution because I have seen most people don't understand how to optimize code fully yet. So for people 1-8 months I suggest lower resolutions but if you have more experience then 940x640 is fine.

    3) I just went by what I saw Ashley wrote a while back. He has too many posts for me to search for it but I remembered it. So to play it safe I uncheck collision in sprites that don't have it.

    4) My games the graphics scaled properly without having to put in a larger image and downscale it. I never experience my graphics messing up but I use pixel art so maybe other graphics type has this behavior.

  • tunepunk Excellent additions most members don't know about groups yet but groups can be very useful since you can turn them on and off.

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  • Yes if your game meets all the guidelines then you are good to go and should have no trouble. Sometimes with XDK its makes funny apks. What I do is delete the project and build from XDK , then redo it.

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PixelPower

Member since 31 Jul, 2014

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