TiAm's Recent Forum Activity

  • Are you using any custom plugins? Some custom plugins aren't minify compliant, and will break when exported.

    Try exporting without minification.

  • Doesn't sound right. Sine can add up if you spam it where you don't need it, but it shouldn't progressively lag down the game.

    Capx?

  • Whew, that was more difficult than I thought it would be. Mostly because of my own stupidity of course... <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Anyway, pretty sure this is what you wanted to do. Capx:

    https://www.dropbox.com/s/5x3vu7tn2vwuc ... .capx?dl=0

  • There are a number of ways you could do this. Sines are commonly used for this sort of thing. However, if you want to go the route of invisible barriers (they are more flexible), try this:

    https://www.dropbox.com/s/xkd1uefwp8ffb ... .capx?dl=0

  • Well, if you download v0.3 of mouse lock, there is a capx included that might be of some help. Also some documentation.

    The best thing would be to simply post your capx; otherwise, we're kind of taking shots in the dark here.

  • Actually, going with images that are an exact power of 2 (32x32, 128x128, etc) can mess you up if you don't build in dead space, because you may end up having to use high downsampling to avoid frame bleed. This can lead to a bunch of wasted memory.

    EDIT: Actually, there is a bit about this in the online manual, but not the offline. Here are some links:

    spritesheet-padding-bug-power-of-two-size-images_t118151

    https://www.scirra.com/construct2/releases/r169

    https://www.scirra.com/manual/183/memory-usage

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  • For your audio, you aren't re-compressing your ogg files are you?

    If you are really dead set on further compression of your audio (and, frankly, I think you are making a mistake going below ~128kbps), you should at least start with the original, non-compressed files, which should be flac/alac/wav.

    Re-compressing lossy formats, be they image or sound, introduces additional artifacts to the output. This is called generational loss: http://en.wikipedia.org/wiki/Generation_loss

    Oggdrop defaults to quality 4 (q4). This is a quality mode, so it aims not for a particular bitrate, but a general level of quality. Put a bunch of different content in, though, and the bitrate will average to ~128kbps.

    It may sound a bit better than C2's 128kbps output, since it's based on a more recent version of the ogg encoder.

    Orchestral music can be very challenging for lossy formats; it tends to have more complex harmonics than typical pop/rock music, and a greater dynamic range. This is probably one reason your files are coming out larger than average.

  • If your game is relatively simple, crosswalk would probably be the way to go, performance is getting pretty close. What does cocoon support that crosswalk doesn't?

  • Here's an approach I posted for another user.

    https://www.dropbox.com/s/qfaa1ghcm6h9z ... .capx?dl=0

  • It doesn't look like you are binding the mouse, just turning it invisible. Is that the approach you prefer? It's actually quite clever, since it will work in any browser.

    Mouse-lock would work better, but won't work in IE until IE12. You could try to integrate a mouse lock approach, and defer to your original solution where mouse lock isn't supported (you can test that w/ my plugin).

  • Well, it's really hard to give exact advice without seeing how you have your logic structured.

    That being said, using instance variables to pick thru instances is probably the way to go. Also, if you store a turrets state (enabled/disabled) in an instance boolean, it helps de-couple your logic from the turret behavior itself, which can be helpful.

    Do you have multiple turret objects? Or do you have a modal turret object that can work different ways (fire rates, health, etc.)?

    If you could share a capx, that would help. If you don't feel comfortable posting one, you could strip it down as much as possible, or PM me if you want.

  • Well, you could do this w/ my mouse lock plugin. Keep in mind: this only works in Firefox and Chrome; IE support is coming for IE12.

    The most recent version is 0.5. DL v0.3 too; it has a test capx and documentation:

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TiAm

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