saf's Recent Forum Activity

  • You know for such a simple concept -- essentially a chasing game -- it's....surprisingly addicting! Props to your good execution.

    The enemy chaser (what is that thing?) has just the right settings to be fair, I didn't find myself dying for other reasons than my own slip-ups. I like the progression from solid blocks to jump-thru to destroyed, and the random shifting of blocks into death blocks is a neat idea. All the expected powerups are there, which is nice.

    The whole experience could definitely be improved with some catchy 8-bit music though, if you're still planning to work on these non-performance areas of your game it would be great. On that note, I think that the player sprite could certainly afford to be....less simple. I mean, the enemy sprite is more detailed.

    Because I'm a technical dimwit I don't have much feedback on the performance, just that it works perfectly smooth on my Toshiba laptop (which lags even when running Cave Story) so it's all good over here.

    Overall, great gameplay design -- whether or not you continue to polish this game, I'll be on the lookout for whatever you develop after this!

    Oh and question -- how did you nab a website just for Super Nut Chase? Do you really have to pay for a web domain and all?

    Glad you like it I definitely spent most of my efforts (once the game was playable) on optimizing performance.

    Regarding the music, I definitely plan adding some music, was thinking buying some 8bit music online since I have no exp composing 8 bit music

    I also have an idea (would like to hear some feedback) for couple of more powerups and enemies, for example adding a powerup clock that would speed up timer, but if the enemy picks it up it would slow down the timer, also some pickups that would make all the blocks jumpthrough, other one that would reset all the blocks, etc...

    I also want to make some basic unintelligent enemy sprites that would just go left/right on the platforms, the ones you could jump on to destroy and then they would spawn some of the new powerups... Some "notifications" would also be nice like "Speed lvl2" if you pick up two speed pills in a row, or "Speed lvl3" if you pick up 3 speed pills in the row (pill effect would stack up and make you even faster, jump higher, or make shield last longer)

    I did have plans to integrate some "achievement unlocks" (like "ran for 1000 sec", "fell of screen 100 times", "picked up 100 pills" etc...), and also would like to make a multiplayer version (one player is the chaser (that is Unicornman ) others (maybe up to 4 players) are the Nut).

    I just don't have that much spare time to learn and test all the things I have imagined (maybe during summer holiday)... Will publish one thing at the time. I also plan launching iOS version. You said you played web version on Toshiba laptop, did you try the Android version?

    Regarding the site, it is hosted on a free hosting platform Hostinger.hr, I used a free template, only thing I paid for is the domain.

  • OK, so I switched to Cocoon.io and the performance went up 300% No more low FPS, CPU rearly peaks over 30% (up to 80 on Intel XDK)... Anyhow, would like to hear feedback regarding performance...

  • Any other analytics solution except GA? Any expiriences out there?

  • I've made a game, exported for Cordova and compiled with cocoon.io for android and would like to add GA to my game. I've tryed this tutorial: "An Updated Way to Add Google Analytics To All Your Apps" and have tried this plugin: "[Plugin] Google Analytics" but neither seem to work when using Cocoon.io.

    Is there any way or does anyone know of a tutorial on how to do this?

  • I also have trouble using Android back button. I have the following setup:

    Browser -> On mobile back button pressed -> CocoonCanvasplus -> Forces the app to finish[/code:2d208i34]
    
    But when I exporti it, sign it and instal on testing device, the backbutton is not working.
  • So I compiled the game with CocoonJS and after signing, aligning and direct install on the phone in question, game runs faster than ever, with solid 50+ fps and renders in webgl.

    Is there a way to check phones GPU blacklist or Chromium version, it seems that this is an issue with IntelXDK build yet I doublechecked all of the settings and everything seems ok.

  • hmmm, idea behind it to reduce amunt of colision checks, the sprites are stationary but there is another sprite that has bullet behaviour and is all over the layout

    Havent tried disableing solid behaviour, will try that...

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  • back on this issue, still haven't found a satisfying solution for this problem, so once again, I come here for help. So I prepared a simple setup:

    https://www.dropbox.com/s/nu1i6c08gfzgm ... .capx?dl=0

    Two tilemaps one red tiles, one blue tiles and "Bullet" sprite. What I'd like to achieve is the following:

    1. When sprite colides with blue tile, the tile flashes for 1 sec and than gets replaced with red tile.

    2. When sprite colides with red tile, the tile flashes for 1 sec and then gets erased

    Any help is appritiated <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • hmmmm, interesitng will try it and see the impact on performance... Tnx!

  • Yeah, wierd... Will be testing further and update if I get around this issue...

  • So, I have 2 sprites with lot of instances on layout (total of 120) and all of them are solids with collision enabled. Since this uses a lot of CPU to check collisions, I was wondering is there a way to disable collisions on instances that are off screen. I've tried something like "Sprite is (not)on screen -> collision disabled" but this diables collisions on all instances, both on screen and off screen.

    Any ideas?

  • Again, similar problem. I have a new testing phone Prestigio with Quad Coreand 1 GB RAM with Android 4.1. on it. When I install the apk from the Playstore the game runs in Cnavas2D mode on 12-15 FPS, but when I go to play online version of the game using Chrome on android, I get 40-50 FPS and WebGL...

    THe APK is exported with Intel XDK and I used embedded Crosswalk 15 (Cordova 5.1.1.)

    Any ideas why the game runs in Canvas2d mode?

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saf

Member since 2 Nov, 2014

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