thehen's Recent Forum Activity

  • KFC nothing technical, we have a build already submitted to our publisher. We just don't have the time to support another platform release atm.

  • jobel autosave has been integrated for the last few builds. What version are you using?

  • It's been requested before and I believe the reason for not being integrated is that rotating particles have very poor performance. The recommended alternative has been to just spawn sprites and rotate them through events.

  • We're releasing Mortar Melon on iOS at the end of the month and we're really happy with how CocoonJS performs. It's been a bumpy ride, but for us it got there in the end.

  • Ashley ah my bad, thanks for the clarification.

  • Can you provide details of the device you're testing on?

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  • damainman cheers!

    Here's a timelapse of development too :)

    [TUBE]http://www.youtube.com/watch?v=9p3sdC2a3EQ&hd=1[/TUBE]

  • Wow, this is perfect. I assumed it wasn't implemented because it wasn't possible. Great job!

    I'd love to see official integration of this too.

  • DrewMelton one thing to think about is support of point sampling. It requires WebGL (so no <IE11 and mobile Safari) and I've noticed it has a big impact on performance on (some?) Android devices using CocoonJS.

    I posted a little bit about it here: 24h GameHack - 'Beyond the Wardrobe' - GameStick!

    Fortunately I found out that you could just batch resize images in the project directory to a higher resolution (using nearest neighbour image interpolation in Photoshop), and all assets (except spritefonts and tiled backgrounds if you use them) retained their stage size, and I was able to disable point sampling for a comparably crisp effect.

    So I'd personally recommend working on the small scale, then if you find you're having issues with point sampling, you can always batch resize your assets and switch to linear sampling.

  • Check out the endless runner template that comes with Construct 2. For that they didn't use tiled backgrounds, but instead just added a new one on the right when needed, and removed any that went offscreen to the left.

    If you want to use a tiled background, you could just set the origin to the left and change the width dynamically.

  • So I've just got back from the TIGA GameHack in London, which was hands down the best game jam I've been to. 36 hours of no sleep, with only a few hours the night before definitely took its toll!

    <font size="6">Summary:</font>

    The game is about a young boy who's too old to believe in monsters, but still too young to not be afraid. To overcome his fear, he ventures into the wardrobe to shine a light on his tormentors - literally!

    <font size="6">Video</font>

    [TUBE]http://www.youtube.com/watch?v=lKfceBM3sac&hd=1&vq=hd720[/TUBE]

    <font size="6">GameStick</font>

    I was able to get the game running on GameStick with CocoonJS. Point sampling killed performance for some reason, and WebGL effects also seemed like a big drain. However with those disabled I was able to get moderate performance whilst running on the pre-release hardware.

    One gotcha is that the primary gamepad uses index 1, rather than index 0 which I think is the standard.

    I need to really work on the difficulty curve, and maybe adding some more beasties, then I'll be distributing for free on Ouya and Gamestick :)

  • Accelerated physics works really well for us. delgado pm me a .capx and I'll take a look next week.

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thehen

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