Walessio's Recent Forum Activity

  • Hello everyone,

    while developing my own game I came accross this problem: since each player plays with different devices with different input methods, there's the need to support different controls schemes.

    These are different input methods like keyboard, gamepad, mouse and touch.

    For some of these there's also an input mapping which basically assigns a certain input (keyboard key "A" or gamepad button "1") to a game command (such as "jump");

    Also some players may want to customize input command so they won't be forced to use the default scheme (such as WASD+SPACE combination)

    Also there is the need of a customize control interface which allows to assign to each player a control scheme, customize it (if possible), viewing which inputs are binded to which command ("A" = "jump") and also avoiding two different players to use the same scheme or even two schemes to have some inputs in common.

    I already solved this partially by programming a proper event sheet with some variables (the customize controls interface is yet to be done) but now i was wondering if there's a behaviour/plugin/game template that helps solving this problem common to many games, and if not, would you find it useful to make one?

    Also, how did you solved this problem?

  • I guess that you can use a data dictonary to store each level's amount and use local storage to save/load this value when changing layout.

    Take a look at this: https://www.scirra.com/manual/188/local-storage

  • I had a similar problem and I solved it partially removing all effects from sprites

  • set elasticity to 0.5

  • Shouldn't a global variable to store the amount do the job?

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  • If I were in you i would try to make several sprites that act like multiple collision detectors in that undected range of 3000 pixels.

    Move them along with the arrow and when at least one of them collides with an item, stop the arrow and set its coordinates to the one of the collision detector

  • Thanks everyone for all of your advices.

    After removing all effetcs the game runs much better, I'll use sprites for the coloring matter.

    Is a Samsung Galaxy Neo III more reliable for testing on smartphones? I also have a Samsung Galaxy Tab S eventually...

  • PixelPower, I was already following many of your advices but I'll be sure to check again all of your guidelines

    tunepunk i had no particles, three text objects and many objects with the Tint effect.

    I had about 50 sprites with a permanent Tint effect applied (an event trigger once to activate the effect), I used this trick to color some white sprites with 4 different colours, one for each player (yes I'd like to support up to 4 players), these sprites feature the players itself, their health bar, input device, input feedback and some other player-related objects like a crosshair.

    After removing all of these tint effects the game runs much better so i guess that was the issue.

    Since i still need these sprites to appear of a different colour depending on which player they are related to should I use different animation sprites, one for each colour and play stopped animation with that fixed sprite?

    Also, sprites like input device and input feedback are actually sprites with collision disabled but should I turn them to - for example - tilebackgrounds or tilemap in order to get better performances?

    Just to clarify:

    -Input devices are a series of sprites which represtents input devices and their layouts like touch, keyboard layout 0/1 and gamepad 0...3, these become opaque when that input device sends a command and trasparents otherwise.

    -Input feedbacks are a series of sprites which tells when a certain player is giving a certain command such as "right direction" or "button A", they change their opacity accordingly.

    Since they are normally all white i used tint to colour them as the player they were connected to.

  • not sure if I understood correctly but i think that the bullet behaviuor property distancetravelled should help you

  • Hello Everyone,

    I am developing an arcade game with C2 but i came across some serious performance problems when viewing the game from my cellphone: a Samsung Galaxy A3.

    The problem is that FPS is very low from 4 to 10 even when no visible object is moving on the screen!

    After reading a performance guideline on C2 website i did the following:

    -lowered the game resolution from 1280x720 to 640x360 pixels (both layout size and window size of course);

    -halved resolution of all sprites (the whole game weights 5 MB graphics and audio included);

    -disabled some parts of code which contained a total of 10 for loops which counts from 1 to 4;

    Even after doing this the problem didn't solve.

    I also run a performance test on the device using a Scirra game made for that purpose but FPS ranged from 30 to 60 and that makes me think that the device itself is not the issue.

    The guide states that using too much for loops can cause performance problems but how much exactly are too many? Is that my case?

    Also, if the loops are disabled why I don't see any improvement? Is it possible that the loops run despite the code being disabled?

    Did I miss something?

    Thanks in advance for any help

  • Lol, love the idea of the "angry" checkers

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Walessio

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