Elliott's Recent Forum Activity

  • First of all set up an event that uses the Has gamepads condition to check that your controller is recognised - for example make a sprite appear on screen, this will confirm whether or not the gamepad works with the engine.

    Once we have an answer for that we can move on.

  • Sony's latest controllers (PS4) work perfectly well with C2 - please note that before the PS4 it was highly unlikely to use Sony controllers to game on PC, the 360 was well ingrained it was practically industry standard.

  • Simple check first - you normally have to press the A button (X on PS3) equivalent to activate the game pad - are you doing this?

  • I'm moving a sprite from one image point to another using a boolean switch, currently the movement is instantaneous - is there any way to make it a smooth transition?

  • You can specify multiple conditions for an action by right clicking the event and selecting "add another condition".

  • http://www.goodboydigital.com/pixijs/bunnymark/ maybe this one?

    I was able to keep 30+ with 50K bunnies - I can't even begin to imagine doing a similar project in C2.

    Can anyone explain why Pixi is so fast?

  • The latest results are baffling - HTML5 is such a crapshoot... I genuinely feel for you Daniel, Im sorry

  • Many 2D games, especially beat em ups, don't feel right with keyboards. Any game that uses analogue over digital input (such as some platformers) also feel better with a controller.

    The best way around it is to recommend players use a gamepad, but offer fully rebindable keys for keyboard players, so if they must play with keyboard, they can do so in their style.

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  • I should mention that the auto resolution levelled out after about 15 seconds, and after the initial swap, takes far less time to stop "acting out" (though every time I swap to auto, it does drop to 30 for a moment before going back up).

    Currently tested on Chrome - Version 40.0.2214.115 m.

    I don't actually have any other browsers on my PC, I'll go grab FF though.

  • If you want to market to people that have already bought your game, IAP is the way to go. The insanely small revenue you get from ads is not worth the lost sales. If you feel you're not getting enough by selling it for $1, don't. Purchase rates don't scale, you won't sell 5 times less if you price it at $5.

  • Bit of a mixed bag, when the demo loaded I hung around 40-45 FPS for about 30 seconds, before hitting a steady 59, never hitting 60.

    When I hit fullscreen, the game instantly hit and stayed at 60, dropping to 57 infrequently.

    The real change came when I went into video settings and changed the resolution from 1366x768 to auto, which I assume uses the native resolution (in my case 1920x1080).

    After this the game tanked - dropped straight to 30 FPS, then up to 49, 56, 50, before settling at 46. The strange thing is that 46 FPS at the auto resolution is far worse than 46 FPS at 1336x768.

    Specs - AMD A8 6600K APU w/ RADEON HD8570D. APUs aren't super common, but it shouldn't be having trouble with a 2D game.

    EDIT//

    Fullscreen adds a solid 6 FPS to my auto FPS, jumping to 54 - it's pretty steady too, and definitely playable.

  • You could always -

    1) Measure the distance between two objects.

    2) Check overlap with a pinned sprite.

    3) Compare position of two objects.

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Elliott

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