Migue01's Recent Forum Activity

  • Hello friends. I finished my game and wanted to show them to you. Only in the play store who can download it would appreciate it.

    Link: https://play.google.com/store/apps/deta ... cken.myapp

    To find it directly in the store you have to write my developer name which is: "creative games 01" And search until this icon comes out: http://imgur.com/a/HcrEK

    Watch it, and tell me if they like the game.

  • Hello friends, I have a problem that I do not know how to solve. When exporting my game from cocoons to android and using it on a cell phone this is seen in a corner of the screen, but on the tablet it looks good full screen. Some idea of why this problem. I leave an image of the problem that I say:

    http://imgur.com/a/LKH87

  • Thanks friends, I will review those.

  • Hello friends. I have a doubt. I would like to know how you do to put music to your games. That is, if they buy it, they create it, because I'm finishing a game and I do not know how to do it with music.

  • I think I already know what the problem is. Delete the background that I told you was great, and I reduced the sprites of a character from 7 to 2 frames. And the game already runs on the tablet from 55 to 60 fps. Now I'll see how to improve the background. And I think with that is ready. Thank you Jobel.

  • In the pc works well the performance of the game (it is an asus i7 of second generation), the problem is when I pass it in apk, and I play it on the tablet (samsumg galaxy tab 2). (I export it with cordova and compile it with cocoons for android) this almost always works ade 40 to 57.58 fps, but it does lag as I said. But I'm testing what you told me to do.

  • Ook, those two link already read several times, but the other three points that you mention, I will review them with great care, for example to check in the code the highest percentage is interesting. Thank you very much Jobel. I'll start reviewing that.

  • Thanks for answering.

    Ook, I'm going to review a little more about debuuger.

    On the second point, already includes all the necessary objects in each layout to avoid lag.

    The draw call in my game if I see it in the debugger is between 3.3 and 4.5. (that's bad?)

    And in the background I have a farm background: size 1363 width and 302 height (tilebackground)

    Another of height mountains: 836, widht: 371. (tilebackground)

    One of clouds height: 2000, widht: 439. (tilebackground)

    And the sky height: 32, widht: 32 (tilebackground)

    Do you think I exaggerate in the background? Are the images too big or too large?

    Or would it be better to place them all in a single large background as: 2048x2048?

  • Hello, I am having lag problems in the game, and I would like to know if this background image is very large or is badly designed its size, I do not know about that, so I want someone to explain me please. Imagen size is:

    Width: 1363 and height: 302

  • Sorry, I meant that I had 11 sprites for the animation to roll, which run at 45 fps. (I had read that more than 10 fps was bad for performance)

    I do not use physics

    I only use a particle effect when collecting the coins.

    I do not use WebGL effects.

    The image is 75 whidth by 74 of height.

    I have text to measure performance, what happens is this: the game runs most of the time from 40 to 55, 57 fps, but at times it drops to 22 or 18 fps or less and the game slows down. I do not know why. (And I thought of the player, since the one who is always in the game)

  • I wanted to be clear about performance. I have noticed that what most affects the performance of the games are the graphics. And for this same reason as I try to make my game look better by adding more sprites (such as trees, trees, fences) this is slowing down. I'm not sure how I should handle this but tell me something. For example if an ememy walk should do this animation with only 2 sprites? My player does an animation in which this roll, this has 11 frames, and runs at 45 fps. The question is should reduce it for example to 4 frames your animation, and 10 fps your speed? What do they tell me? I'm not clear on this.

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  • Forgive my English, use the translator to help you. I'm finishing a 20 level game and I did it with 22 layouts, 20 for levels, one for level selection and one for the start screen, and it works pretty well. When you reach the end of a level, place a sprite in the form of a column and when you hit the sprite, the options screen will appear, if you want to go to the next level, you give the next level sprite (with the option "go to Next layout "), otherwise you can go to the level selection screen and it looks pretty good.

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Migue01

Member since 4 Mar, 2017

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