-Silver-'s Recent Forum Activity

  • Well that's typical! I finally get my Internet connection back yesterday, discover this fantastic event tonight, and need to finish something by tomorrow despite having a hectic day of work ahead <img src="smileys/smiley17.gif" border="0" align="middle" />

    I have nowhere near enough time to create a game, or anything interactive, but Blossom clearly deserves to be helped out even in the smallest of ways. I spent the better part of an hour putting this together for her. No points for originality, but hopefully she enjoys the extra travels <img src="smileys/smiley1.gif" border="0" align="middle" />

    <img src="http://70.38.64.76/h/1/ea0fa468-93c2-4a35-af9b-aa4917b318ae.png" border="0" />

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  • The best advice I've heard (from the Crash Bandicoot guys I believe): Always create your first level last.

    It's the first thing people will see, so has to make a great impression. Leaving it until last gives you a lot of time to build up experience with your project. Start near the middle <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh my gosh, so many awesome little tracks! I'm glad you're still producing these, they're like mini bites of inspiration for me <img src="smileys/smiley4.gif" border="0" align="middle" />

    Reaper is probably still my favourite, but Alone is also phenomenal. Really, really great work.

  • These are fantastic! Dreams is my favourite, but the Reaper tracks are a close second <img src="smileys/smiley1.gif" border="0" align="middle" />

    It's a great idea too - I usually skip through start screens in seconds, so it should be important to set a musical theme up instantly rather than assuming the player will hang around.

  • Yep, that's correct! It's always best to try and stay within those boundaries. For example, if you create an image that is 513x513 pixels, it will be treated as though it's a 1024x1024 image.

  • I'm not 100% sure, but beufreecasse might be referring to the fact that your textures are 270x300, meaning C2 and CocoonJS will allocate memory for them as though they are 512x512 textures - since they work to power of 2 textures. This means if you can scale those textures down to fit in a 256x256 size (so 230x256 and crop your frames as closely as possible), then you'll be saving a ton of memory. I honestly think that's worth trying, because with 600 frames you will cut down your memory usage significantly.

    The other option is to cut down on the number of animation frames. Do you really need 600? What do you mean by animated parts and quiet parts?

    I know the feeling though. I'm an artist, and always find it hard to prioritize optimization and memory usage. I used to throw huge textures and detailed animations at my games, and then wonder why they didn't run well <img src="smileys/smiley17.gif" border="0" align="middle" />

  • iOS = I Own Silver... <img src="smileys/smiley36.gif" border="0" align="middle" />

    iOS = You must have Apple everything to use an Apple anything. So anti-consumer friendly it boggles my mind how they've become so popular.

    justifun - Thanks! Though if it really doesn't take long to sort out, I'll just use a friend's Mac I think.

  • Good News: I found a way of getting the zip file for testing on to my iPad, so I can now play test it without an internet connection. It still forced me to install iTunes though, refusing to let me simply drag-and-drop like EVERY DAMN DEVICE should. I swear, if I find a Genie, my first wish will be for that Genie to break Tim Cook's legs. He'll call an ambulance, and they'll answer "Oh, you want to go direct to the hospital? Sorry, but we'll have to insist you go through some completely unnecessary additional steps before we can do that. Drive to Texas and sign up for the ambulance transfer service, and then we can talk about getting you to hospital." I would need no other wishes.

    Bad News: It seems there's no way of getting around the necessity of owning a Mac computer to publish games to iOS. My hatred of Apple continues. I have a friend with an iMac though, so hopefully I can just use his when that day comes.

  • All I'm trying to do is get a version of my work-in-progress game on my iPad, to get friends and family to play test it. Please tell me I wasn't foolish in thinking this would be simple?

    I learned I needed to use CocoonJS, so I exported the game for that process. I jumped through all their hoops, creating yet another online account, uploading a ton of images for the compilation, uploading my project to be compiled, and was eventually sent a download link with the final product.

    Only it wasn't the final product. It came with a ReadMe file saying that I now need to upload this file into yet another program called XCode. And the real kicker is that I finally learn through a tucked away tutorial that you can't even use XCode without a Mac computer. And I thought I couldn't hate Apple any more than I already do.

    So what this seems to suggest is that you can't test your game on iOS devices outside your home without a 3G connection (using the "test" setting in the CocoonJS launcher), and that you can't release your game at all unless you have a Mac computer. Please, tell me I'm missing something!

  • Thanks, that's what I was thinking. So for one event, a "trigger once" really isn't useful. Only if it has sub events.

    Thanks for your help Pixel <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey, that's great! Thanks <img src="smileys/smiley1.gif" border="0" align="middle" /> I still only want this to affect the running animation, since the other two would look too fast if they were sped up. But I'm guessing having a single event like this repeating every frame:

    If Animation "Running" is Playing   --->   Set Animation Speed to Hero.Speed/12

    wouldn't impact performance any more than including a "Trigger Once" command would do? Since it's only one event?

  • Well, the movement speed is defined by Construct, so even though my slowest speed for the player is 300, that would be an insane animation speed <img src="smileys/smiley17.gif" border="0" align="middle" />

    The base speed for movement is 300. You can improve that with items, up to a max speed of 600. So I wanted to create an event that basically works like this:

    Is the "Running" animation playing? If yes, check the "Speed" variable and adjust animation speed as necessary. Only do this once for each time the "Running" animation plays.

    Since it works fine without "Trigger Once", I'm assuming that it can't distinguish between when animations change. Which is a shame. Nothing huge though, since it's only trying to cut down from 6 event checks per tick to 1.

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-Silver-

Member since 21 Sep, 2010

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