smitchell's Recent Forum Activity

  • I accept the challenge!!!! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Ok, Publically post your capx or send it to me in a private message and i'll fix it for you.

  • in preview or exported and tested on the phone?

    Also keep your dpi at 72 its otherwise not matter what level of zoom it WILL be pixelated and pad.

    Its easier just to use the bullet behavior. Just stick to that :) im sure the bullet behavior uses the evrytick event anyways.

  • DPI means Dots Per Inch. The default in photoshop is 72. Its what determines whats HD or not really. If the DPI is higher the graphics are crisper. If the DPI is quite high then if you zoom in to the image/graphic then you wont really see pixels unless you zoom in to far.

    But to have a HD game you have to pay the price in load up time and VRAM

  • You could do a little trick(Not sure if this will work)

    But clone the sprite you wish to fall through on, remove all behaviours from it, And then when you need to fall through the platform set the x and y to another location, and spawn the sprite, Then once fallen through the sprite place the platform back where it was and destroy the sprite..

    You'll have to play around with instance variables to do this.

    Let me know if you need some help, Send me a capx and i'll help you, <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Do a test capx, Have a layout moving a sprite every tick.

    Then have another using the bullet behavior.

    Add a text box on each layout and have this event to get the FPS:

    System.everyTick

         ->Text.setText("FPS :" & FPS)

    and as for the DPI, its dependent on the game its self. You need to play around with values.

    what DPI are you currently using for your graphics?

    The iphone 4 and 4s aswell as ipad two use a DPI of 326 for there retina display. <- Moving a sprite every tick with a DPI of this should be pretty intense!!

  • Ashley, if you wanne see the source for there directCanvas take a look here: github.com/appMobi/ios

  • Maybe it could be used somehow after export. Not sure but apmobi also uses phonegap for ios exporting so whats the point?

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  • honestly C2 could just steal aspects of it. The Appmobi engine thing is open sourced.

    If Ashley could improve on there source code then he could potentially claim it as his own {;)]. Or he could take a look at it and learn from it and then one day hopefully implement it into C2 <img src="smileys/smiley2.gif" border="0" align="middle" /><img src="smileys/smiley2.gif" border="0" align="middle" /><img src="smileys/smiley2.gif" border="0" align="middle" /> Or just steal it <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Yes you are correct(I think), the larger the canvas then FPS will drop a little. Also if your game heavily relies on physics then the FPS will drop.

    Its also to do with graphics, If you have graphics of a Higher DPI then if you have a every tick event and are manipulating that object, then its likely to be quite expensive in VRAM.

  • Ashley

    yeah i mean having a option to select one of those three colors <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ashley, Can you not make a option to select the color?

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smitchell

Member since 25 Nov, 2011

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