HolidayExplanation's Recent Forum Activity

  • https://imgur.com/g4nAiq0

    I've put a lot of effects on the layout and they're applied to everything except to an input text object. Why is that? Is there a way to overcome this issue?

  • This is the style:

    https://www.youtube.com/watch?v=ezag0ih_MU8

    Team consists of a sound engineer and a programmer/artist/marketer, which would be me. The game has been in development for around a month now and everything is going smooth, except the character creation since I cannot see faces in my head and struggle drawing them. Can do everything else like the Monsters, Environment, Weapons, Tools (all the weapons are done by now, including guns and are all animated as well) etc. etc. and of course the animations via Spriter.

    The game is called HollowNoon and it is about realistic hardcore survival in an unrealistic world surrounded by monsters at night and various NPC's during the day that can be friendly or dangerous. There's also Hollows (Caves), the most dangerous part of the world that has the ores and gems needed for upgrading and crafting, which you can only find and enter during the night, when the monsters are out. Main point is to build communities with NPC's/players to survive the post-apocalyptic environment which becomes harder and harder over time. Game will have a large multiplayer version and a phone edition. Won't go too deep into the idea on a forum, this is just the surface.

    Planning to release the game on Steam and probably go for a Kickstarter on the 31st of October (Hallowheeen).

    Anyways, if you'd like to be a part of the team, reply or DM me.

  • I read through all possible optimization tutorials before even attempting to start such a mobile intensive game and there's no unnecessary collision checks in my project of course. So that's not it.

    Might be that the RAM is bottlenecking since I assume the GPU doesn't have any VRAM, and if it does it's definitely bottlenecked. My animations got 100's of frames and that's just how it is, I made the best out of it, so I assume it has to keep getting the frames out of the RAM, which is slow, right?

    Anyway, since I see it's not limited to 30 FPS, which is great, I found some things that could optimize it for phones. I simulated real time shadows which was pretty heavy and put static shadows instead, removed the noise and voilà 55-61 FPS. Those were the effects that were a bit too heavy for a phone

    Thanks for all the tips guys!

  • Since I really optimized my game to be mobile friendly, I see it being locked at 30 FPS as you can see in the image down there. Why is that? Are mobile games in C3 locked at 30 FPS if they can't get to 60 or what is happening here? Even though at the steady 30 fps my phones CPU becomes burning hot after maybe 2 minutes. It usually doesn't get hot in games, just warm.

    Screenshot of my game from a Sony Xperia XA1 phone:

    https://imgur.com/a/atpNobo

    These are my phones CPU & GPU, they don't seem that weak:

    https://imgur.com/a/c4SIVDl

    Thanks in advance.

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  • Does compressing your sprites before importing them into C3 make a difference? I know that C3 compresses them when exporting, but is that as strong as an external 70% png size compressor?

  • Sorry for bothering, but it's important for me to know if it will be available in the near future or not. So is there an exact date or at least an estimation on this?

    Thanks in advance

    Ashley

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  • This is how you do it in C3, but remember, you have to turn on the C3 Runtime which is disabled on deafult, it is an experimental version of Construct 3 and ads a set of features, which the normal Construct 3 version does not have. I used an mp3 in the project for the sound, because I was too lazy to convert it, but always use .ogg becuase it is a lot smaller in size, if you didn't know already of course.

    Here's the project, all ready to go:

    ufile.io/2yl55

    Here you can find how you can enable the Construct 3 Runtime in your project.

    construct.net/blogs/construct-official-blog-1/c3-runtime-alpha-now-available-950

  • Tom

    When will the tutorials be added to Construct.net or fixed on scirra?

    scirra.com/tutorials/915/multiplayer-tutorial-3-real-time-game/page-4

    I've been trying to look into multiplayer, but the tutorial is useless since the images are broken.

  • You could make a variable for the day, month, year, hour, minute and compare the last set time with the current time. And then with comparing the variables do the action you desire.

    You can get the time and date with ExecJS(Date()), here's a tutorial even on how to get the datetime and you can use expressions to split the datetime and put the day into the day variable, month into the month variable etc. It's all explained in the tutorial https://www.scirra.com/tutorials/940/how-to-easily-capture-date-and-time-and-insert-them-in-a-project

  • Add these effects to the top most layer or just directly onto the layout:

    • Vignette (for darkening the edges of the screen),
    • Noise,
    • Vibrance (for the sharpness and strength of the colors),
    • Horizontal Blur,
    • Scan Lines,
    • Pixelate (don't go over 1 with this)

    If you play around with those for 5 minutes and fine tune it, I'm sure you can get the exact same effect as the Gameboy.

    Hope this helps.

  • Anything is hackable if the user really wants to hack it. So don't bother with making it non-hackable. To make it non-hackable, you'd have to do everything via PHP from your own server. So I don't think it's worth the trouble for you trying to make it non-hackable. As a matter of fact, I like having games hackable that don't have a creative mode, so that when I am done with the game, I can have some creative fun with it afterwards. Making it non-hackable is just annoying in my personal opinion.

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HolidayExplanation

Member since 27 Sep, 2015

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