cesisco's Recent Forum Activity

  • Thanks newt.

    I have a lot more tracks with orchestra and choir from 2010, and I didn't use any of them.

    These are a bit difficult to fit in a gameplay scenario, they sound too big, I prefer a minimalistic orchestra sound to improve the mood of my games.

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  • Hi, I posted at opengameart 3 music pieces that were sitting on my computer since 2010/2011 without any use.

    Maybe the themes are not suitable for in-game music, but maybe for menu screens or something like that.

    http://opengameart.org/content/fantasy- ... ral-pieces

  • Fengist you don't need to export the game, just run the C2 preview and copy/paste the preview url " http://localhost:50000/ " to screenfly.

  • There's nothing you can do: you can't make a sound on iOS 9 until a touchend event. It's Apple who impose this restriction, not us. The only solution is to adapt your game design to take this in to account.

    OK Ashley thx

  • You can basically ignore the limitation and the C2 engine will queue the audio to play on the next touch. Music only starting when you next touch the screen is a limitation in Chrome for Android and Safari on iOS.

    Ashley, but it seems that in iOS9, with the touchstart/touchend issue, we can get a situation when the game requires a touch and hold gameplay("is in touch" action), the music will never be triggered, because the first touch never happened, because C2 does not interpret "is in touch" as a "touch start", to trigger the music, or am I wrong.

    I don't have iOS 9, but this was reported to me about one of my games.

    This is easily solved by trigger the music in a different way, but I thought it worth to mention it.Thx

  • Maybe this will help: http://stackoverflow.com/questions/2353 ... conversion

    I used javascript to generate xml for rgb to cmyk, put it into an xml file to create this game in C2: http://www.kongregate.com/games/indieki ... lime-quest

    Nice, thanks for the info.

  • It would be great to have an action to set the "layer background colors" in HSL values.

    This would allow to create procedural colors in a much more intuitive way, and with better results.

    Ashley there's any technical issue that prevent this to be implemented? Thx

    Other solution would be generating the random/procedural HSL values, and then convert them to RGB , but I can't find a conversion formula that works for me.

  • > Ashley thanks, this method is so much better!If you like(for debugging purposes)i can search in which release this started to happen, otherwise i will stick with this solution.

    >

    Hello !

    Do you have the Capx? the link is broken right now

    Aldo

    Arcanebits here's the link

    capx link

  • OK thx, it seems that the performance dropping issue only happens in iOS 7

  • Hi Ashley , in fact I'm on iOS 7.

    But the example only performs bad when the layout angle is 45 degrees.It costs more to draw a tile background at that layout angle?

    Anyway I'll update to iOS 8

    thx

  • Im getting 60 fps Ipad3, 30 fps Chrome on my desktop, and 50 on FF.

    Chalk it up to hardware and os.

    Hi newt, those results are with the WallTile image size 64x64, or 4x4?

    Thx

  • Hi, I made a simpler example, maybe I didn't explain myself too well,

    I'm not trying to achieve a better performance in this particular example, I know the best practices in game design.

    I just want to figure out if when the layer angle is 45, it's not supposed that the performance should be equal than when the layer angle is 0.

    I deleted the background tile just to make the things simpler.

    Test the default capx in iPad2-see the results.

    Then resize the WallTile to 4x4 in the image editor, and test it again.

    What I'm seeing is when the WallTile is 64x64 the performance is good in all angles, but when WallTile is 4x4 ,the performance is good in angle 0, but very poor at layer angle 45.

    I'm just asking if it should be good at both angles or not.

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cesisco

Member since 2 Feb, 2010

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