Chadori's Recent Forum Activity

  • Hello everyone, I want to ask, but before I apologize because maybe the English language that I use less understandable, because I am not a native English. Okay, so here, let me have the bat object, as we know that the bat was synonymous with "fly". The question is, how does that bats can fly? Whether using behavior? Or what?

    Thank you: D

    I created a sample .capx for you. The graphics is not nice because I was on a hurry but you can learn how to make your bat flying using this sample. If it is not your idea of flying you can tell me and I'll see what I can do but please give me the full details or better yet a .capx file.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • Hello everyone, I want to ask, but before I apologize because maybe the English language that I use less understandable, because I am not a native English. Okay, so here, let me have the bat object, as we know that the bat was synonymous with "fly". The question is, how does that bats can fly? Whether using behavior? Or what?

    Thank you: D

    Normally in the game preview, if you don't add any behavior like platform or physics or an event that will make it fall then it will stay put in it's position and with the absence of gravity or force(in other words it is just a picture between paper). So don't worry about making it fly because it is already flying from the start. So what we really need is to make it look like it's flying.

    One thing that you can use is the Sine Behavior or Bullet Behavior but I prefer using both. And you also need animations to make it look like it's really flying.

  • First off, I hope this thread is allowed. I will not be asking people to fund a Game Maker made game this time, which got my last thread deleted, which I am okay with.

    Second, this is not a blank, inflammatory comparison of Game Maker to Construct 2. I started making a Game Maker game and am converting it to Construct 2, because I can't afford the $200 Android exporter for Game Maker. So, to save $200, I am once again using Construct 2, and I will tell you my experiences.

    First off, I have personally benchmarked Game Maker and Construct 2, in a many-objects test of my own. Game Maker handles loads of objects 33% faster according to my own benchmark. However, what matters more when making a game is your methods. If you can't optimize, no engine is going to save you.

    Okay so Game Maker makes it easy to draw duplicates of an image to create reflections, using Image Alpha and overlaying it. I could not find how to do this easily and automatically in Construct 2, so to create the same effect, I am using Glow Shaders. So because of my methods and lazyness, not the engine itself, my game runs faster in Game Maker, because it's not using so many shaders.

    Game Maker files end up being half the filesize of Construct 2 files, due to the way Construct 2 needs 3 formats of a sound including WAV while Game Maker doesn't.

    Whether you want to use Game Maker is also a question of whether you want to write 5 lines of code (Game Maker), or create a detailed event (Construct 2) to perform an action.

    I'm not going to even say what my preference is. I'm just stating the facts as I see them.

    Each software has it's own purpose and style.

    Unity 3D is strong, Game Maker Studio is Cool and Construct 2 is Fun and Easy.

  • Look at this marvelous tweet gif: https://twitter.com/TijmenTio/status/684148919299891200

    Such smooth and awesome animations, the guy said it's all procedurally animated, it's all physics driven. I've been trying to conceptualize how this can work, is this possible in Construct 2?

    I always thought that it was possible in Construct 2 but you need to combine many behaviors for this one or create/program your own behavior or plugin. But another way is using fast animations by setting animation speeds higher and adding more frames in your character but performance is bad for mobile though.

  • I'm thinking about how I would achieve a rather decent... maybe cool looking transition effect between layouts and was wondering if any of the talented C2 developers have any ideas OR examples they've created/used in their own projects. Also, will anybody admit to creating false loading screens? Everyone loads so quickly in C2 that it's jarring and they feel necessary sometimes.

    About the Layout Transitions made plugins for this. One plugin he made is the v1.2 LayoutTransition.

    Also, about the false loading screen. Some game dev give time to make their game a branding loading screen in the beginning to show their company name. It is

    quite common actually and almost everyone do it.

  • Hi, i have Arrow set to change angle exactly 90 degree when touched, but when you touch again before the tween ended, it will rotate again but will not keep the 90 degree angle anymore. How to fix this please

    I suggest disabling the button touch(in other words locking) while rotating using a globalvariable or localvariable

    for example:

    On Touched Button1 & Variable = 0 then

    ---->"Rotate to 90 degrees"(The one you worked at)

    ---->Set Variable to 1

    If Arrow is equal to 90 degrees then set Variable to 0

  • You can find what you need here https://www.scirra.com/tutorials/237/ho ... -web-fonts

  • That's exactly how it is, except in my case, I have the bullet to fade out upon colliding with the tilemap, which causes all fireballs on the screen to fade out. Any ideas?

    (it gets destroyed after fade-out in the behavior settings)

    I really don't know what you mean by that, usually collisions do the trick. Can you provide more details or better yet a sample of .capx file.

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  • First, Sorry for my english, i'm brazilian.

    So, I need to spawn a random text during my loading screen. Showing random hints of the game.

    How can i do this?

    Follow the steps

    1) Make a layout of Loading Screen

    2) Make a sprite that contains hints per animation and name the animations - "Hint1" , "Hint2" , "Hint3" .

    3)Put the sprite anywhere in the loading screen.

    3)Put this event in the event sheet.

    On start of layout...

    ----->Sprite set animation to [choose("Hint1", "Hint2", "Hint3") 4) There you have it. It will choose animation at random... There are many ways to do this if this doesn't fit your idea then tell me the about the design and I'll work on it.

  • I've been adding 'every 1/5' or 'every 1/10' etc. to conditions that need to be updated constantly but not necessarily every single tick, in the hopes that it will improve performance by giving the computer fewer things to think about at once.

    However, could it actually be harming performance because it requires lots of timers to be kept track of?

    Based in my experience, It really does ease up the performance a bit . But it only happens if you use the time interval (0.3 ~ 1.0) but it is really not noticeable if you ask me. It is only based on the difference of working time and free time to give the system a rest. So don't waste your time on that and improve your game-play like ashley said. XD

  • Hello everyone, I want to ask. Previously I would like to apologize if I use the English language is fairly bad, because I am from outside the UK. Well just, I wanted to make a game, but in the game I created specifically for users of the gadgets (smartphone, tablet, etc.). The question is, how to keep the look of the game that I made to fit automatically in a variety of devices or the term responsive? For example, I make a game with the windows size of 500 x 500, then there is play my games on a smartphone that has a size of 600 x 700, then there is also a play my games on a tablet with a size of 700 x 900, then that both devices are able to play games I without any problems?

    Thank you <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I think it is much better if I give you a link to where I learned how to overcome this problem.

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • > HI everyone. i want to make hand drawn art for my game. what is the best size for images to not harm memory performence of the game?

    > bat not harm the quallity of the images (sorry for the bad english )

    >

    It depends in your layout size and window size in which size of your graphics will match. But it really depends in the number of instances you are gonna create. For example...

    If I were to make a HD Game of 1280x720 px(Windows Size) in landscape orientation and every Tile is sized 128x128px. It will be okay if I create a layout that is small like (3000, 3000) or (6000, 6000) max and object count is limited to 200 to 100 or below (mostly tiled backgrounds) but If I were to use Tilemaps then it will be another story(It will be a lot lesser). I know that by looks of it, it looks so many but if you include everything that your game needs for an Open World Platformer game then it is already enough and can be optimized. I know cause I tested it in my phones, if they are WebGl supported then it will surely run 50 to 60fps Crosswalk.

    My point is, that if you have bigger images then limit the object count but if you have smaller images you can have a little bit more instances.

    Mobile Game Screen Ration 16:9 HD - Windows size (1280, 720) and make tiles(repeatable images) according to the size you want to be seen in your game.

    Examples:

    *(32x32)

    *(64x64)

    *(128x128)

    *(256x256)

    Windows size (1280, 720) 16:9 is also HD and retains very good quality even in Desktops.

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Chadori

Member since 10 Oct, 2014

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