glerikud's Recent Forum Activity

  • Thank you for sharing this information, it does provide a useful insight into how platformers work at their core. The only think I'd argue about is this: Making a simple engine may not be that hard everyone says it it, but making a general purpose, well optimized engine is not something that could be done easily.

  • DrewMelton Thank you for the detailed answer. I might start C# myself one day, but currently, I'm still learning UE4 and it's logic. I feel that looking into Unity will be easier once I get around in UE4. For the moment I don't have any more questions, but I'll post here if I happen to have some more. Thank you.

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  • You can always try refreshing your browser with SHIFT+F5 (it forces to reload the whole page), or try running your game in private/incognito mode.

  • Thanks for your reply as well.

    No problem, but since you can never be 100% sure, you better look into it. If you find the answer, please post it here since it could be useful for the other users.

  • ...The games size is only 384 compressed, ...

    384 what? Kb?

    Btw if you use NW.js features why are you not previewing it in NW.js?

  • I'd go with something like 1280x720 with Scale inner fullscreen mode. For more information read this tutorial:

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

  • DrewMelton Thank you for the detailed answer. It did contain some useful information. As soon as I'll have some free time, I'll do a few tests and see how it works out.

    Your Unity port looks promising as well, I wish you good luck for it. If you don't mind my asking, I'd have some questions about that as well:

    • Are you coding it in C# or are you using some visual programming plugin?
    • I read that you tried UE4 as well (If I remember right). Why did you ended up using Unity instead of UE4?
  • I see some logic in the loop example, but I don't think using inverted events instead of "else" will have any noticable effect on the CPU usage. We have extremely fast processors in our devices now.

  • You just set up a globar variable named "score". Then you add these events and actions:

    Player - On collision with another object (Coin):

    • System: Add to variable (score): 1
    • Coin: Destroy

    System - Compare variable (score): = 4

    • System: Create object (enemy)

    Mind that though that if you didn't have any enemy created in the game before, it will throw an error (it's a limitation in HTML5). You'll have to create a dummy, empty layout (no event sheet needed for that one) and place an enemy there before you can create it. To put it simple: if the object wasn't added on any layout before, it can't be created.

  • Well, that is a good question (I don't know that device). I suggest you do some tests with the official gamepad object.

  • Oh, I indeed misunderstood you. I'm no lawyer either, but I think you can say that "This is a tetris and zelda style game." Referencing other products without forging an opinion or advertising them is allowed if I believe right.

  • Your game indeed look amazing, I'd love to play it.

    I read sadly that you decided to move to an other engine, although I understand your reasons. If you don't mind, can you talk about how you set up your pathfinding system for this game? I liked how seamless it was in your videos. The official plugin does have a bit of latency, even at big cell sizes.

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glerikud

Member since 8 Sep, 2011

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