zhroguexe's Recent Forum Activity

  • The sprites are not high resolution, they are like 800x300

  • Hey hasan thanks for the reply !

    I have fixed everything now! Any ideas on how to test if these babies actually work.. without money?

    EDIT: just wanted to ask if Preloading Ads (banner/fullscreen) at the start of each layout is a bad idea as well?

    (i preload ad on start of layout then show it then on close of layout i hide it and redo that eveytime the layout changes to another one)

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  • In the Construct editor you can reduce a sprite's size a lot and it doesn't loose quality, which is amazing!

    I did this with a lot of sprites and decorated an entire layer that im using as a background, so i have small trees here and there and small bushes and hills and what not but the issue is that all these re-sized sprites are making the game's fps drop so i need to convert the layer i've decorated with sprites to a single image so that all those sprites dont take so much temporary memory

    Problem is, when i go to photoshop and re-size the images, for example the trees, and make them smaller (like i did with the sprites on Construct's editor) the images loose resolution/quality and everything becomes awful.. plain ugly!

    Do you guys know a work around to this issue? I thought about doing everything with this ugly new look and then adding a blur to the background so that it wouldnt be noticeable but then the final result wont be as good looking as the one before and that's a real bummer :/

  • i really dont know.. that's why im asking! lol

    EDIT:

    Ok guys so this is what i did, since i couldn't figure something else at all:

    Instead of fetching the products on each start of layout the best thing would be to fetch the products only when, for example, the player is close/near the shop zone-area that way it wont fetch every single time the player dies but only when the player is in need of the shop(and that's when he's close to it)!

    As far as my understanding goes this should fix the possible repetition issue but i'd still like to know if fetching a product once, at start of game for example, would have the same results as fetching it at the start of every layout :/

  • I have no idea that's why im asking

    Im afraid that if i set the "fetch product" to start of layout of the level that every time the player dies it will restart the layout and fetch the products which would waste resources and wouldn't be very efficient

    What im asking is if fetching the product once (let's say at start of main screen layout) is okay and wont cause trouble, otherwise i'd fetch it every time the level layout restarts if that wont make a difference in performance

  • look at this image i took from a tutorial here on the forums:

    https ://www.scirra . com/ images/articles/events_6.png

    Here's what it says for those of you that are lazy to copy and paste:

    On start of layout CocoonJS Fetch those products from store "productname"

    Now put it this way, if it's a layout of a level where you die a lot (like flappy bird) the layout will restart every 10/20 seconds so is it a good idea to fetch the products each time the layout starts or can you fetch them once at game load (very first layout/main screen load)?

  • Hey guys... it's me again :/ Sorry for these question spams, but i've been working on this project for a long time and every issue i've had i've written down and said to myself that once the main part is done i'd check and fix those issues, and there's almost none left!

    -------------------------------------------------------------------------------------

    So here's the deal: When you Fetch products from CocoonJS do you fetch the product on start of game or on start of layout(level)?

    Here's an example to clarify: You're playing a shooter game and you run out of ammo so you go to the shop to buy ammo. Do you fetch the"ammo" product each time the layout (level)starts (which is many many times since you die a lot) or can you do a single fetch of the product "ammo" at the start of the game?

    If it was a normal separate layout that started only once i'd do what i've always done and thats fetch on start of layout, but on a level layout that is bound to restart many times fetching each time the layout restarts seems quite wasteful of the user's resources, or does it not make a difference

    Yeah hope this made some sort of sense lol, i can give more examples if you guys want

  • Thanks for all the answers guys!

    I read somewhere on the forums that this is what's causing the issue (as stated in some of the answers here as well) wikipedia link : /wiki/Power_of_two

    The tiled background has to be a power of two in order for it to work the best...

    Now i've fixed it, went to 32x32 for the small objects and as far as 1024x1024 (or whatever numbers it was) for the big boys

    I still dont know if this will fix the issue as i have not yet rendered the project to test on mobile, but i assume this will be the fix to it.. I MIGHT come back here and say if it's workin once i've finished with the huge bug Fix but as far as intuition goes, im very positive on this

  • hey guys i have another weird question for you

    im using a tiled background for my "ground" in game and the tiled background has a sprite that has to repeat(so i dont have to copy paste the same sprite over and over again), problem is, on hi res phones (i presume only on those) each time the sprite is over you can see a small almost invisible line a little lighter than the color of the pixel before it that separates each sprite in the tile

    In photoshop i check the names of each of the colors on the pixels on each sides and they are practically the same idk why these few devices i tested it on show these lines at each end of repeat, so weird :/

    any ideas? Im kinda worried about this because it's not appealing to the eye, and i thought i had gone through this already and fixed it way back when i first started.. guess i just thought i did huh xD

    P.s. to give a "visual" (kind of) idea:

    H is the sprite that we are using in tiled background

    this is how it shows on editor in construct HHHHHHH

    this is how it shows on one of the phones i tested it on ( and a tablet as well ) H|H|H|H|H| (the | between the H is almost the same width if not thinner and the space between the| and H is 0 in the phone preview i mean )

  • Oh okay guys thanks for the reply's i thought so hah, wont bother with it then

  • My game is almost complete (yes, after almost a year of working on it... such little time i have :c) and i've been testing it from the Play Store's Alpha test options and my friends are loving it so far. Today one of my friends, after i told him that the ads that were playing paid me 0.000 something, my friend goes and asks me why i dont make a fake button on the other side of the screen so if some, unfortunate, fellow wants to close the ad he has a 50% chance of failing and clicking it, thus increasing the app's income...

    So, besides this being a cheap shot, how would you guys go about doing this? I dont think that the ads that are displayed can be "edited" so any ideas?

    TLDR: add fake X to ads to confuse users /

    or move the X to one of the 4 corners of the screen at random so that the user, once he thinks that the X is on one corner he will click there by instinct as fast and possible only to miss and click on the add

    P.s. im only considering this idea from a programming point of view,

    p.p.s sorry for bad english im not smart

  • Yes thank you very much, i had found this on another page and it does work

    for those wondering

    first disable your character's "scroll to" cause then it wont work

    then set scroll to position ( character.x, character.y )

    you can now add a variable and do this

    Every tick scroll to position ( character.x +-= variable, character.y)

    and have the variable change based on preferences

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zhroguexe

Member since 23 Nov, 2014

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