GenkiGenga's Recent Forum Activity

  • Hey mate,

    Are you using the auto-runner template? How does that run with your mobile without any changes made?

    What you want to do is, when the game first starts load all of your obstacles in and then delete them before the game starts moving (This loads them into memory and should help avoid jank on creation).

    Your family of obstacles can have an event where you 'compare the X' value in the condition. Is it less than your 'player sprite' minus 300? If so destroy it.

  • Hey Tom.

    Try using 'set speed' instead of the acceleration method.

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  • With your conditions they will trigger every time they are true. If there is no condition in the event at all it will trigger all the time. The 'trigger once' condition is useful when you only want something to trigger a single time but you could achieve the same thing with a different approach. As a newbie I wouldn't worry so much about the 'one' best way to do things in C2. What is really important is how much work you are making the device do.

    The best common practice I can recommend is to get used to the debug window. It has a lot of useful information, including the object count (it would have shown the object count continually going up) and stats on how intensive events are based on its cpu consumption (shows you which events are causing slow down if you are experiencing it).

    Graphics are a different subject but this should be useful. https://www.scirra.com/blog/112/remembe ... our-memory

  • Hey mate,

    When you create a new layout you have the choice to link it to an existing event sheet or make a new one for it. When you have the layout active, look on the left hand side at the properties panel and it will be under "Event sheet".

    When you are working in the event sheet, right click on an empty area and click on 'include event sheet' to link multiple sheets together.

    Oh and welcome by the way

  • Good points guys.

    Sorry for not replying I didn't get a notification till now. My response was more aimed at the general "why does the order of my events break my game" than the every tick question.

    To clarify I just mean that if things are working as intended when the code is in one formation and then you simply change the order of the logic and it stops working - then obviously a condition has changed that prevents it from playing out properly.

    Even with every tick events you can see the nature of the top down execution. Create two every tick events, one above the other. In the top one set a variable to 1, in the bottom event set that same variable to 2 - it will always come out as the bottom event at the end of each pass of the event sheet, but things can happen inbetween these everytick events.

    Here is a capx that shows that shows what I mean pretty clearly:

    https://dl.dropboxusercontent.com/u/133 ... %20op.capx

  • Just remember that things are executed top down in the event sheets and there shouldnt be any problems. If things dont work properly because they are spaced too far apart it just means you have events in between that affect your conditions.

  • Hey Roadrunner.

    You do have the ability to go to another site/game by adding the browser object to your project. You can open a url in a new window or simply go to the game in your current window.

  • Sorry for the late reply mate.

    What scale you should use will be dependant on how crisp you want it to be at higher resolutions. If you want to have it playing on a tv for example it would need to be pretty big.

    Images will slow down your game when you get to the point where you have too many. How many is too many? That is dependent on your computer or device. Setting up a pixel art game with linear will mean you will reach that limit sooner than if you used point sampling.

    If you want to know what the limit is for your device then just keep adding in more assets until you notice slowdown. As Ashley would say, test early and test often.

  • Looks great mate.

  • Check the FAQ in the how do I section I think you will find your answer.

    If not the zooming is done with the system command layer or layout scale.

  • Hey Curry.

    There is no way to use point and have pixels drawn in between like in linear unfortunately.

    Using larger images will affect the amount of memory the game takes to play (it probably wont affect the load time because simple graphics take up less space on disk - but when the game loads the assets into memory they will be the same as high res graphics of the same size). This could be a problem if you are making a huge game and want to target weaker devices like mobiles. If your game is not that big then using downscaled images in linear might be a good solution.

  • Hey Jean, if you are new I would start with something easier tbh but to answer your question - I would do it with an array.

    Every piece of your scenery would have a number associated with it and when you make the map locally it is saved in that array and shared with the host or peers for them to create it on their side.

    A tiny rectangle map might look like this in the array:

    6 / 1 / 0 / 0 / 3

    4 / 0 / 0 / 3 / 5

    2 / 4 / 0 / 3 / 6

    Still, I would suggest you just focus on making the game without the level editor because again if you are new you will find that hard enough I think. Especially if it is multiplayer. If you can do this then adding a level editor afterwards wont be a massive issue.

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GenkiGenga

Member since 20 Oct, 2011

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