Tinimations's Recent Forum Activity

  • Second that! I found myself in need of that plugin today when trying C3! I'm stuck in C2 now.

  • I think I've finally maxed out what C2 can handle. For the re-release of Klang I split the project into 2 in order to improve the preview time. When I'm now stitching these back together it works just fine, until I actually double click on any condition or action. C2 crashes. Having both projects open have been crashing it for a long time, but now I've hit the spot where I can't work with C2 even when there's just 1 project active, with only 1 event sheet open.

    This instability have become more regular on an almost 1:1 rate with the projects' size growth. Any tips on what I can do to make this workable?

    At this point the game has roughly 34000 events (Too late for me to go back and optimize now. As long as this is spread across countless sheets it shouldn't matter!), 1360mb approx download size and just short of 1gb memory use on the heaviest level.

    Edit: Changing the icon mode fixed it.

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  • For over 2 years I've been using the additive blend mode daily for almost everything I do. It's ability to brighten colors and use blacks as a mask has proved mighty useful. I now have a need for the complete opposite. In most graphics software there's a blend mode called multiply that darkens colors and leave whites invisible. I need this for a specific case in my game, but the current blend modes aren't giving me much luck.

    Any recommendations on how to achieve this effect in C2?

    Thanks

  • SHAMELESS SELF-PROMOTION SALE ANNOUNCEMENT! Klang's 50 % off on steam from monday to monday! Yeeeeah!

    http://store.steampowered.com/app/412660/Klang/

  • So managed to pack my game into an app with phonegap, and after lots of experimentation I've figured out that making KlangM's gonna be a challenge since audio.playbacktime is only reliable for sounds in the sounds folder. Even when the music plays just fine, I see that the value itself updates much more rarely when placed in the music folder. This forces me to accept massive loading times in order to be playable on mobile.

    You aware of this Ashley?

    Thanks

  • glerikud Phonegap worked actually!

  • Bleenx Well they still do, but it's a matter of keeping it to a minimum. Notice how the foreground particles are spread from each other to cover as much space as possible with as little overlap as possible. The small dust like particles are accomplished with setting large X and Y randomiser values.

  • > Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.

    >

    >

    Looks real good. You'll have to tell how you got the optimization well enough to produce that kind of fps on an older device like that.

    Heavy reliance on behaviors, few events, tiles for everything, no webgl effects, and no sprites changing frames. Also make sure to optimize particles to not kill too much of the fillrate by drawing over the same area twice. 1000 particles that covers 8 pixels each with no overlap are surprisingly fast. The smoke were very few particles with a bigger image.

  • So I want to have an APK of KlangM ready for GDC, but intelXDK and cocoon are both giving me issues. Doesn't seem to work. This process of uploading my game to an external server for it to compile a build is rubbish imo. I am delighted to read that C3 will provide solutions for this (when btw?), but until then I'm wondering if anyone have any pro-tips about getting a working apk exported? Most tutorials I follow result in broken builds that either doesn't install or crashes on startup.

    Thanks

  • Some sweet force-lightning for KlangM.

  • ErekT This is rad dude! I'll be keeping an eye on this.

  • Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.

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Tinimations

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