GamerGon's Recent Forum Activity

  • No, what I'm trying to say is that framerate is very good because most people have better phones with better screen resolutions so they will get better framerates ... and I repeat, 35 to 45 fps is already good for any device.

    The resolution for your game is just fine

  • You didn't answer if this is your phone: http://www.gsmarena.com/lg_optimus_l3_e400-4461.php (the only LG model with "400" that I've found)

    It's very important for a right answer... because, I repeat, if that is your phone... 35-45 fps is really awesome because that phone is very slow for these days and 35-45 fps is good in any device.

    ... and 1280x720 is very standard nowdays. But to your phone it is not because its resolution is 240 x 320 pixels.

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  • Hello everybody, I'm trying to use the CordovaFacebook and when I try to build it in XDK it gives me the error from the image, even when I've set the fb values on the CordovaFacebook plugin inside the Construct2 project.

    Tried editing manually intelxdk.config.additions.xml like this:

    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-facebook" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-facebook" >

    <intelxdk:param intelxdk:name='APP_ID' intelxdk:value='999999999999' />

    <intelxdk:param intelxdk:name='APP_NAME' intelxdk:value='Test App' />

    </intelxdk:plugin>

    ... and the same error apears.

    Someone managed to make this plugin works?

  • This cellphone? http://www.lg.com/es/telefonos-moviles/ ... ifications

    It's a little old so 35-45 fps on that device seems awesome.

    Anyway... it is not easy to get optimal performance from C2 to mobile... try to follow the tips from ThomasP's link.

    In my experiencie, the biggest killer performance on mobile from C2 are physics and big size images.

  • Thank You GamerGon. It worked great.

    Good luck with your game

    ... and please edit the thread title adding (SOLVED)

  • A screenshot of your problem would be useful in order to help you because your problem is not very clear.

  • First,

    in the spritefont every character has to have the same size in pixels and power of 2... so 64x64, 128x128, etc...

    About the size inside the game... scale/size is the only way. With fonts of 128x128 I think is enough... I've never needed larger characters than that.

    Scaling up a spritefont will have the same problems that scaling up a sprite.

  • ... and if they are evaluated secuentially, it doesn't mean that the actions inside of those conditions will be executed secuentially from condition 1 to 2... actions from the first condition can be executed after actions from the second condition. For example, condition 1 can have 50 actions and condition 2 can have 1 action... that 1 action sure will be executed before all the 50 actions from the condition 1.

  • You can make and animation of it and change to that animation when you hit it with the player's head.

  • Ashley please! any comments

  • >

    > > To you and me it's worthless, for beginners it shows what the condition is (an empty event/condition can confuse some)..

    > > Removing it makes no difference whatsoever..

    > >

    >

    > Agree, but it doesn't mean that they can't understand it

    >

    > About the position of the action... now that I think about it a little more LittleStain, I'm pretty sure that lines 12 & 13 are not necessary executed secuencially because they don't belong to the same action and they are at the same place from the condition hierarchically speaking. Am I right Ashley?

    > If this is right... placing the "Move 5 pixels..." in line 11 or 13 should be the same so it can cause the angle isn't know at right moment.

    >

    As I understand events are read and executed from top to bottom..

    Because I'd like the angle to be known before setting it, placing the event setting the angle above the one moving at that angle seems like a logical choice..

    If I put the action in event 11, the first tick the overlapping condition is true the action would take place using the old value of the instance variable..

    Now at the first tick the overlapping condition is true, first the new value is set (triggered once) and after that it is used in the second action..

    LittleStain I do understand the logic of what Bl4ckSh33p is trying to do... He has to know the angle before the action "Move 5 pixels...", that isn't in discussion.

    What I'm wondering if they are always executed secuentially by Construct 2.

    I had this doubt on one of my projects when some things triggered in a bad way, so I did a proof of concept and it seems that two subconditions at the same position hierarchically speaking below another condition are not necessary evaluated secuentially.

  • To you and me it's worthless, for beginners it shows what the condition is (an empty event/condition can confuse some)..

    Removing it makes no difference whatsoever..

    Agree, but it doesn't mean that they can't understand it

    About the position of the action... now that I think about it a little more LittleStain, I'm pretty sure that lines 12 & 13 are not necessary executed secuencially because they don't belong to the same action and they are at the same place from the condition hierarchically speaking. Am I right Ashley?

    If this is right... placing the "Move 5 pixels..." in line 11 or 13 should be the same so it can cause the angle isn't know at right moment.

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