Mayfly's Recent Forum Activity

  • Hi TheWyrm

    I did multiplayer for my mobile app on Android Touch Bowls. I started it before the multiplayer plugin was out on C2 so I made it with the PeerJS plugin. It works using crosswalk XDK to wrap it. For my next game I will look at using the official plugin as I have got it connecting with XDK / crosswalk. Neither work with CocoonJS.

    I have tested my app online and it also works cross play desktop on Chrome browser will connect to Android using crosswalk / XDK =)

  • It's a shame because the physics work so well. Gives nice pedal animations / bike rotations. Shame it stutters a little when scrolling =(

    I have tried some additional measures to improve performance

    • played around with scaling (graphics settings example I found)
    • Made the player collision polygon simpler shapes / less sides

    I still can't get it to run smooth, still jerks when scrolling =( Hopefully someone can help with this or give more optimising tips

  • damasiusw

    Had a little look at this just now. It seems it was related to the fact that you had the touchstate variable as a local one rather than global. If you move up to the top so its global then it works for both ways. I guess C2 was setting it back to 0 every time it was running through the code? By moving it out it did cause some other issues with the controls going a little funny so I changed a few other bits. I've attached the .Capx file edited and also a link to it on dropbox. Hopefully this helps =) The lines I amended I have bookmarked so you can see what changed (around 3/4 lines). You will also need to change back the text - test as I changed it to append so I could see what values of touchstate were being passed.

    Capx:

    https://dl.dropboxusercontent.com/u/631 ... trols.capx

    Online Link:

    https://dl.dropboxusercontent.com/u/631 ... index.html

  • I am building a mobile game which will use around 20 track pieces to form a layout. (Not all will be used on every track, but I have drawn 20 pieces will I'll use to generate some tracks).

    I have decided to make the tracks look 3D even though the player will only interact with it in 2d. (Will achieve this by putting the collision polygon in the middle of the sprite.)

    Does anyone know if either way below is more memory efficient than the other, taking into account this is for Android.

    1) 20 Sprites

    2) 1 Sprite with 20 animations, set to the correct track type.

    Cheers

  • I seem to make random style of games. I concentrate on making apps which can be released on mobile phone which makes it more of a challenge.

    Currently I have 4 apps on google play and one in the making. I seem to have a short attention span and hence having several games on the go. Monkey dodge ball was just my first app to get used to construct 2 and test releasing on mobile platform. Short mat bowls was taking it further and had the most work. Rush hour and soccer caps were experiments and I hope to continue these some day. 2D Bmx is my latest interest!

    1) Monkey Dodge Ball - Touch screen arcade game. Move the monkey and avoid the balls

    2) Short Mat Bowls Touch (Lite and Full) - Sports game. Roll your balls closer to the jack to win. (Works online)

    3) Rush Hour - Arcade puzzle game. Manage traffic lights to stops traffic games going off the screen

    4) Soccer CAPs - Tactical football game. Inspired when the world cup was.

    5) 2D BMX - Side scrolling physics bmx game.

    I have some other ideas but am trying to finish the ones I have started for now!!! (I have a beta touch screen skate boarding game, kaluki scoring app, isometric racing game attempt among other things!)

  • alvarop

    Nom Nom Apples.

    Racing will be my main concentration to start with. Time attack mode.

    Then I'll add an adventure mode, just like Elastomania. Spent so many hours on that game as a kid!

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  • Started a 2D physics bmx racer. If I can optimise it enough it will be released for mobile as well as PC.

    dl.dropboxusercontent.com/u/63142990/RIDE/index.html

    Basic gameplay now sorted so I am cleaning up the code and putting the game engine together. The idea is a simple two button control. (Pedal and brake) These controls then tilt you forward and backwards in the air.

    If anyone is interested in helping test / feedback that would be really appreciated!

  • Thanks for the reply R0J0hound,

    I managed to add gyro effect like you said. I put together a very simple level just to test the physics out. Not too bad, but a little bouncy in places =( Hopefully can get it more robust with some tweaking. When I used to use MMF products I always stuck to platform movement for this kind of game due to funny physics.

    https://dl.dropboxusercontent.com/u/631 ... index.html

    (W, S, A, D are keyboard controls to move and lean) and also touch controls for mobile devices.

    I just need to sort the most optimised way of handling the physics so I can start making proper levels that also work well on mobile devices =)

    Youtube clip below:

  • Just started a 2D BMX physics racing game. Fancied a change from my Bowls app I made!!

    W, S, A, D are the current controls. Mobile version uses the two touch buttons. Idea will be to make it 2-4 players online racing when it is made.

    Can be played here:

    https://dl.dropboxusercontent.com/u/631 ... index.html

    Youtube clip below:

  • I've been trying to make my own 2D bike physics game. It is now coming along quite nicely but I am after a few tips and advice if people are able to help:

    1) Adding Gyro effect in the air (brake / accelerate to tilt - doesn't seem to be automatically supported with the physics)

    2) Tips and Advice on mobile performance. Any advice on how to handle player collisions / settings to help keep a good fps on mobile devices. Currently I have setup with physics behavior. Body parts are pinned together with revolution joints at the start of the level. I have turned off all sprite collisions to reduce the no collision checks per tick.

    3) Best way to scroll to player. Currently the bmx frame sprite has the scroll to behavior. This works fine, except it creates jerky movement sometimes when scrolling.

    4) Most efficient way to handle collisions with the track. Currently I have over 8 points on the collision polygon. I tried a whole single track sprite but with around 40 collision points it phew the collisions off. I have now broke down into smaller / reusable track parts.

    Any advice wold be appreciated. I've seen a couple of games out there that look like they use physics and have a few particle effects and seem to run pretty smooth on mobile devices. (Mine runs ok but slight stuttering when scrolling at the moment. FPS goes from 30-60 fps

  • thankyou for the help. Got it updated =)

  • Because I tried to upload a different apk previously at the lower number which although deactivated I cannot remove, I am now getting this:

    Upload failed

    You need to use a different version code for your APK because you already have one with version code 60005.

    =(

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Mayfly

Member since 24 Feb, 2013

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