Congrats2u's Recent Forum Activity

  • Thank you for your answers - i will check your solutions out

  • Hello there!

    Ive got a question about a good solution for spawning obstacles and coins on an endless runner game. So ive a ground the player is moving on and on this iam spawning obstacles but i want to have a fix coin spawning for special obstacles. So if there is a rock, the player has to jump over there should be - for excample - four coins ordered in a rainbow shape over the rock to suggest the player to jump over it. If this obstacle with its special coin shape is outside the screen it should reset the coins (if there where collected) and put them onto the same position above the obstacle.

    Can someone help me out to find a solution - later i want to generate differend obstacle types with differend coin positions above the obstacles (it depends on what kind of obstacle iam spawning - but basically my intention of this post is to get the idea how to do that).

    If youre knowing a tutorial or another post - please feel free to link it here <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    See the capx:

    https://www.dropbox.com/s/8dobttnbxhudl ... .capx?dl=0

    Thank you very much!

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  • Hey there!

    Currently iam working on an endless runner - i want to ask, if there is a nice solution or workaround for placing coins, the player can collect, and which will be renewed later and collected again (it should be possible to spawn the same container gain). I dont want to spawn single coins - it would be great if there would be "coin containers " like you could do with prefabs in unity or sublevels in adobe flash/animate with an dimension of - for example: 5 x 6 coins" - or coins ordered in an rainbow shape (which animates the player to jump over an obstacle). I hope you know what iam looking for. Basically i want to get a set of differend coin containers and spawn them randomly after some time or distance.

    Another thought was: If i would set each coin for itself - every coin would have a bulled behavior on it, which may caused into performance issues. If i would have one main container i would move, and all the children would move based on its coordinates, there would be probbably less performance influence.

    Thank you very much for your answer!

  • Kyatric

    Would it be possible to load and destroy all background images that are not visible on the screen (like occlusion culling?). Maybe i could check the position of my current screen and delete all files which are not nearby to my current background tile. And reload all tiles which are "neighbours" of my current tile...........

    My scene is filled with 4x6 tiles each of them has a size of 2048x2048. Could this be a solution? And do i have to clean the gpu memory - or better is this possible to call a function which clears the gpu memory?

    Thank you very much

  • zenox98

    Thank you for your reply. Is there a possability to calculate everything down? maybe a source rescale or something? Or do i have to remake all files - which would be a lot of work - only to get it to run on apple devices. My background Images are 2048x2048px. And i filled a stage of 11800x660 (because of windows size 1180x660) with 24 pieces. I know its a large stage but for desktop and android devices this would be no problem.

    I deleted some graphics and the most apple devices can run the game with a graphic memory usage of 160mb.

    So iam a little bit nervous if i can fix this for mobile (or more specific apple) devices. If i scale down the background images to 1024x1024px, the most apple devices can load the project - but i would have to rescale and fit all of my ingame objects too.

    So can somebody help me out? Is there a chance to scale the game proportional down and decrease the graphic memory usage?

    Any ideas would be awesome

    Thank your very much!

  • Note: Ive a image memory usage of 400 mb!!! how is this possible if i dont have so many images on my layout? Are they all loaded at once?

  • Hello,

    this is not my first question about the compability of apple products and html5 games (but i didnt get an answer for my previous questions Hopefully this will). Basically i want to know if someone got some experience with my problem. All Apple devices cant run the project, iam running dircetly from a server. And i cant understand why..... could it be an problem of construct? IOS or another issue? Ive read a lot of differend articles with informations about incompatibility of apple devices with html5 games.

    If i run some html5 projects from the internet, the most of them works - others not (its not a constant issue).

    So i dont know how to solve this...or if there is a solution for this problem.

    Could someone tell me if there is probably something wrong with my construct project or if it is a general IOS problem?

    Thank you very much! And best regards!

  • Hey guys!

    Ive got a problem, which only happens on Apple Devices - Ive created a html5 game which is uploaded to a server. on each device the game runs fine (Desktop PC, Android Devices) -but if iam using my apple tablet it crashes down with this message which appears in a seperate tab: "The website couldnt be loaded because of a problem". After this message the game reloads automatically.

    Can someone tell me whats the problem? Or does someone had this experiance too? The game is 50 MB large - Could this cause the problem?

    IPad specification:

    iPad MINI MD529FD/A

    RAM: 512 MB

    Processor: ARM Cortex-A Series A9 / 800 - 2000 MHz

    Grafic: PowerVR SGX 543MP2

    (So basically not the newest device)

    Thank you very much!

  • All

    Thank you very much for your great support!

  • Sup with that?

    I solved it a little bit differend... On the spawning part - i splitted the spawning area via code into 3 differend areas to determine overlapping issues - this works perfect. Another solution with the "on overlapping" event still doesnt work.

    Thank you very much Sup with that for your idea!

    Best regards

  • Hello there!

    Another problem i recognized today: Ive included video files into my game, but on mobile devices it doesnt play (Android). Does someone know how i can fix this?

    On IOS i recognized, that the devices open the videofile in a seperate window. Is there a possability to avoid this?

    And the third thing is: The videos shouldnt loop but they do. In the picture i got the video handler file....can someone explain what i did wrong there? For me its not understandable why its still looping.

    Thank you very much!

    Image:

    postimg.org/image/l4n84fzfb/

  • 99Instances2Go

    Hey there!

    Today i want to solve a loading or preload problem. Basically ive included a video file into my game i want to play (its like a cutscene). If i play the game on a pc with a bad connection, the video buffer is causing into lagging problems.

    Is there a possability to load the video at once, before construct trys to show it?

    ive included this video on a sperate Layout. So this layout will be loaded, if i start the game. Maybe i can load the video file before i press start and not durring the video layer is loaded?

    Thank you very much!

    Best regards!

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Congrats2u

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