Rory's Recent Forum Activity

  • ut you can export Construct 2 games to native apps right? No, not really. It's just the same slow HTML5, only now it's wrapped up to look like an executable, or an iOS app, or an Android app. There is really not much performance gain to be had, since it's still just pushing everything through a browser window. The problem with mobile devices is that they just can't handle running the OS plus running a browser, PLUS running a large game inside that browser.

    I have first hand experience that disagrees with this. All my games run buttery smoothly on iOS with CocoonJS. It's hardware acceleration is anything but unnoticeable.

  • Katala RPG with Ragdolls you say? Sounds awesome :) looks great too!

  • My dream game would be something Ashley and Tom come together and make with Construct! Mwahaha.

  • wretchedshark procrastinator

    Thanks again for looking into this again, I did try your No.2 solution wretched, but it didn't seem to work, still had gaps present.

    I considered the overlay graphics, but I still think there could be a better solution to this ><

  • rfisher That doesn't really solve much for me, floating platforms is pretty easy to generate, my problem is having the platforms connect exactly one after another since my game doesn't have holes in the floor. Also, its not a run and jump game, it's a run and shoot game :)

    Thanks for the demo though!

  • procrastinator Alright! Will check that out :) Thanks a billion.

    Jasper - PERFECT! That's exactly what I wanted. Now that it's in plain sight I can't believe how simple the solution was, you're a genius man. Thanks :)

    Must say, it took a few days, but you guys solved all my problems at one go. Scirra must be proud of this community <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Damn.. I'm so jelly.

    None of my games ever get anywhere in IGF :(

    Happy for you though! Congrats <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Weird, my game solved it's own problem. o_O

    May have been something to do with sound or maybe deleting objects.

    But thanks anyway Joanne! I tried it, there is a slight different on my iPhone 5 as well.

  • I've had this problem for every game I've done on the iOS.

    I've checked to make sure that I'm deleting all the objects I create when not needed, and there's always been around 10-30 objects on the screen. At the start it's fine, but after around 2-3mins it starts lagging.

    This is very problematic since I'm doing an endless running game.. would appreciate any help I can get! Is there any sort of memory leak or something that I could be missing besides deleting objects?

    EDIT: This is the same on both Mobile web and CocoonJS when hardware accelerated..

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  • I've been trying to figure out how I want to generate my terrain and make my guy run through it, and the first idea I had was the old Starship game method, which would be to have my guy run on the spot and have the terrain just move under him. This didn't work so well because I wouldn't find a good method to move the floor consistently in C2. It started generating gaps between my tiles.

    The second way was I had generated a static level, and have my guy run through it, when he reaches the end of the level, it teleports him back to the start and regenerates the level. The problem is, the game is a endless runner / shooter game, and having my platform character actually run, has affected the accuracy of my bullets because they shoot where it was a moment ago, and not relative to his running speed.

    How would you solve either of these problems? In theory? or example.

    Would be very appreciative of any help!

  • Game developers who've worked on AAA titles, rarely even big roles tend to get invited to a lot of seminars and conferences. Indie Developers, I'm afraid, have had much less recognition until recently!

  • Wow, surprised that I have never seen this.

    Very neat and up to date :)

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Rory

Member since 19 Jul, 2012

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