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  • Well, there is a pause/resume action for the audio object. It requires a tag (identifier) for the sound, which you set when you spawn the sound.

    Also, you want to prevent the sound from being called at all when the sfx is off.

    Here, check this capx:

    https://www.dropbox.com/s/epjovrvq78wzp ... .capx?dl=0

  • Be warned this can induce errors if your project is using newer features not supported by the older version of C2. That being said:

    1. Go to the project file. If it's a .caporj file, skip step 2.

    2. If it's a capx, unzip it (capx are just zip files basically).

    3. Now, open the caproj file in a plain text editor (I recommend notepad++, get it here).

    4. Look for the following string, minus quotes: "<saved-with-version>". It's only a few lines down from the top.

    5. You'll see this tag has a 5 digit number; it's the c2 version padded with 2 zeros (so, r184 will look like 18400). Change the first 3 digits to match version you want to revert to.

    6. Save File. If you want to go back to a capx, don't re-zip it; just open the project in C2 and resave as a new capx. DON'T SAVE OVER YOUR OLD FILES WHEN DOING ANY OF THIS.

    7. ???

    8. Profit!

  • itch.io is a great site. There is also altervista, which is what I use.

    https://en.altervista.org/

    To upload a project, just export as html, zip the resultant folder, and upload via altervista's archive uploader. It automatically unzips your folder after upload. Then, just start the index.html file.

  • I looked at ImageOptim awhile ago and it sounds awesome. Alas, it's one of those rare OSX only apps, so useless to me until I get a mac (or a virtualbox going, more likely). Pngout is pretty good by itself.

    If you do go the way of lossy (pngquant/tinyPNG), you can still shave a little more off by running ImageOptim afterwards.

    For batching OGG's I like OggDrop. Tiny, powerful, and elegant. Just config the encoder, and drop in your files.

    http://www.rarewares.org/ogg-oggdropxpd.php

    BTW, Lost Spirits of Kael look great. Your art/animation is beautiful; I love the handdrawn look and the subdued colors. Really looking forward to it. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Ashley makes a good general point about audio bitrates (64k is fine over a phone speaker), but in your case this is a ton of work for an inconsequential gain of 2mb or so.

    JPEG is rarely good for game graphics...it's biggest benefit is if you are using photographic sources.

    Oh, BTW: If your images are all png32, here's the solution to your problem (@Ashley, you should look at this too, it's superior to the pngnqi lib used by construct):

    http://pngquant.org/ --(Search for and DL PNGoo)

    And/Or

    Web gui for pngquant: https://tinypng.com/

    Much like C2's PNG-8 option, this is a lossy technique that reduces the number of colors in an image to 256. However, the algorithm is superior to the one used by C2, and generally produces images that are indistinguishable from the originals. In particular, transparency is handled better, and dithering noise is greatly reduced.

    It tends to shrink images by about ~60%. If you have 38mb of images, and all are png32, this should shrink them to ~15mb. That should bring you in under the 50mb total limit.

  • Well, if 1.5mb is all you stand to gain, I would leave well enough alone w/ the audio.

    It looks like expansions have come up before. I think this would have to be a combination of new C2 export options (what goes into the expansion file? If you have to download the expansions from within your app, how does that work?), and support from the compiler too.

    The intel xdk team is pretty responsive. If they don't reply to this thread, you could always try on the crosswalk thread where it'll get more eyes. Here's a thread where ashley drops a brief comment suggesting that Intel is already on this:

    EDIT: Guess you found it.

  • Good to know all that. I can tell by now that my device is more cpu limited than gpu limited.

    Exported the angry-bird clone template which has about 30 physics objects in it, seems to run pretty well, so I know I can use it sparingly if need be. I don't use physics very often, so that shouldn't be an issue. Low collision...I'll have to work on that.

    Android L does look awesome. When I pick up a tablet, Lolly will be mandatory.

  • Thanks again for the info; you do seem to be one of the go-to's around here for mobile info

    To be more specific, my specs are: Snapdragon 200 series model 8210, dual core ARMv7 1.2ghz, with an Adreno 305 GPU 400MHZ, 1GB LPDDR2.

    I know it's a lower end device to test with; however, I'd like my games to be playable on a platform like this, even if it means dialing down settings/obj count.

    Planning on getting a tablet soon, something not too insanely expensive (<$250) or powerful, but with decent performance.

  • Here. Capx is commented; should be self-explanatory:

    https://www.dropbox.com/s/yysabadof5yt3 ... .capx?dl=0

  • Bullets would seem to be the worst thing to put on a render cells layer. They are always moving. I would guess enabling render cells in such a case would result in worse performance.

    As always, test and see. Maybe you'll be surprised.

  • 70mb...you are awful close.

    When you export, look at your 'images' folder and your 'media' folder. What is the size of each? If most of it is images, there probably isn't much you can do short of shrinking sprites, dropping frames, reducing color depth, and all that unpleasantness.

    OTOH, if you have 20 or 30mb's of data under the 'media' folder, and most of it is SFX and music, you might have some options. If you are 'encoding' those files at more than 128kbps, I'd suggest shrinking them. 128kbps aac/ogg sounds far better than 128kbps mp3, and will only fall short in quiet environs with good headphones or excellent speakers.

    volkiller730 is very right about checking your spritesheets; sometimes shrinking an object by 1% is enough to halve the resolution of the exported sheet. Still, that probably won't affect export size much (blank space squeezes down to nothing with png), but it can improve your performance and slash your memory usage.

    Semi-Off Topic: Always work in higher rez than you'll end up using (at least 4x; preferably 8x) so you can go back later and 'reshrink' your graphics with minimal artifacts.

  • Layouts:

    https://www.scirra.com/manual/67/layouts

    Put different levels on different layouts. Only 1 layout is active at a time.

    Your entire game must load before starting most layouts. The one exception, if enabled, is your loader layout. It loads and starts before anything else.

    https://www.scirra.com/tutorials/318/ho ... ng-screens

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TiAm

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