oosyrag's Recent Forum Activity

  • Some sort of obfuscation would be greatly appreciated. Its one thing to say anything can be hacked, its another to literally bundle the tool needed to do so with your game with no way to control access to it. The issue is amplified by the fact that it is a standard platform with methods that can be applied to basically all games in this category.

    Other games have debug modes that can break the game sure, but at least they have some semblance of control over them - either not accessible to end users or flags to disable achievements/scores when utilized.

    The other argument that games "aren't worth" cheating at or that the population of hackers is low doesn't hold much weight. The high score/leaderboard is a fabulously clear example of how it only takes one person who wants to watch the world burn with too much time on their hands (there are actually quite a lot of these people) to ruin the experience or turn off all your other legitimate users.

    To add insult to the injury, it turns out the developer himself can't correct the scoreboard. Seems easier to compromise the scoreboard than to correct it! BeastCoasting you might want to email .

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  • When the game ends, whatever event or trigger you use to determine that, add the action set timescale to 0.

  • You can use timescale.

    Or* just destroy everything that is still moving.

  • You'll need a custom system for either one of your use cases.

    a. Custom movement blocking event for movement solids

    or

    b. Custom bouncing/reflection event for projectiles.

    You can use an invisible sprite dedicated to either bouncing or blocking and place them where appropriate.

  • A key concept is that sprites and textures are loaded into memory per layout. If you are not running into memory limitation issues, you probably don't need to worry. On the other hand, if you design with changing layouts in mind, your game can be more or less infinitely scalable.

    The best way to take advantage of multiple layouts is when loading different tilesets, such as a snowy mountain area versus a desert area. You'll be able to load more detailed graphics per layout within your memory limitations.

    Another consideration is CPU utilization such as pathfinding and other off screen processing. Separating by layout can sometimes solve issues with the CPU getting bogged down.

  • Very pretty game! Although I have some advice if you don't mind...

    The first loading screen was very long, wasn't sure if it crashed or not (I have a pretty beefy system too). An animated sprite or some sort of motion would help here, so at least you know the game is still running.

    Intro takes quite a while, a way to advance/skip the text would be nice.

    Otherwise I couldn't really play since no mouse controls. Too bad I didn't get to see laser effect.

    Great job so far though! I look forward to seeing your game develop.

  • Depending on the particular event, it can, or it might not. There is no solid answer. A single event running physics or pathfinding on a ton of objects may cause more impact than a thousand empty events.

    That is why the best answer is to test it and see. If you can't benchmark/measure any significant difference, then it isn't worth worrying about.

    If you want a straight answer, I'll give you an unofficial one - No, number of events or sub events does not impact speed. You're welcome to show me a specific case where it does, and I will say you're right, but most likely it is a case already covered in https://www.scirra.com/blog/83/optimisa ... -your-time.

    And if you don't trust Scirra for some reason here are other articles to read. It is common advice across all platforms.

    http://www.flounder.com/optimization.htm

    http://www.joshbarczak.com/blog/?p=580

    http://wiki.c2.com/?PrematureOptimization

    Basically it comes down to this: If you can't tell for certain yourself if it makes a difference, and you are unable to create a situation where you are able to tell it does make a difference, and end up having to ask someone else if it does or not... then the information is of absolutely no practical use.

    Edit: As for what really does matter, in terms of deciding how to organize your events, is readability and how the events fit together logically (your own logic). I might be able to combine 10 events down to 1, but it will take a lot of effort and if I need to change anything later it might be a pain. It might also be harder to remember what I was going for in the first place.

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  • Adding the persist behavior to your sprite object should do the trick.

    It would be easier to diagnose if we could see exactly what you have done.

  • https://www.dropbox.com/s/3gtnd67ty83v9 ... .capx?dl=0

    Some basic trigonometry, using the angle from center to mouse to set the position after determining which edge the object should be on.

    The alternative no math solution would be to do the following every tick:

    Set the object position to the center of the viewport

    ->Use a While loop to check if the object is still within the viewport - Move 1 pixel at angle (Angle from center of viewport to mouse)

    This approach may be heavier in terms of performance though, although that may or may not matter relative to the rest of your project.

  • Without seeing an example of what you have done, all I can say is that a mistake was probably made.

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oosyrag

Member since 20 Feb, 2013

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