marcel1980's Recent Forum Activity

  • Hi all,

    anyone else encountered problems with using Platform Vector x ? On some of my sprites it works, on other it doesnt. I can't seem to find the reason because i have the same events for them. Is it a bug??

  • Construct 2 already spritesheets everything on export so the question of what you do in the editor is pretty irrelevant. FWIW, when I was developing the spritesheet feature, I could not measure any performance impact either way with using no spritesheets, per-object spritesheets, or large global spritesheets, so as far as I am aware it makes absolutely no difference at all, which is unsurprising since questions like this are often a waste of time.

    So there is practicaly no performance gain when i aim towards a "one or two texture overal graphics" on my mobile game. Currently my enemies for example have their own spritesheets and are not part of a bigger texture. Also my ground tiles are all in separate texture. Did i understood it correctly?

  • Answer your own performance questions with measurements

    Thanks for the link Ashley, but my dilema is as follows: Im trying to get the draw calls to a minimum and i try to have as few textures as possible. But when im using a Tilemap object - is it wise to load for example a whole 1024 x 1024 texture {where all the game graphcis is} when the tiles for the level are for example on an area of 256 x 256? Or is it better to have the level tiles as a separate texture for the tilemap object? This will create one more texture {and GPU would need to access this one more texture instead of the previous scenario} but maybe its better for the Tilemap object and overal performance?

  • Hi all,

    i was wondering if the actual number of textures does directly impact the fps {especialy on mobiles} of the app. For example if i have several sprites with enemies instead of one bigger texture with all the sprites inside. I know that its memory-wise good to have them all in fewer and biger textures but from the point of fps does also make differene?

  • Hi all,

    anyone got some news about the webstorage- local storage problem on webview+ ? It gets deleted on any restart. Im not sure if its present only when using Cocoonjs. Is there a solution yet for this???

  • Ashley made a tut on this scirra.com/tutorials/73/supporting-multiple-screen-sizes

    I know the tutorial, but i didnt found the exact answer there. I have to try letterbox integer scale but i doubt that Ludei is supporting that now.

  • Hi all,

    anyone got some experience with pixel games on iphone 6 and iphone6+ ?? I need to know if there is a way to preserve the scale ratio on this big screens. Right now, when i scale my screen 3x it looks exactly ok on i4, iphone5 and 5s, however on iphone 6 and especialy 6+ the res is much bigger and the graphics will be too small...any ideas??

  • > Hi all,

    >

    > is there a way to determine if my character is on the left or right edge of the visible screen? I want to limit his movement based on the screen device. I dont want the character to go off the screen since there is no scroll on him. Something like bound by screen would be ideal

    >

    there is a behavior https://www.scirra.com/manual/89/bound-to-layout

    if you want to use another way, you can make 4 invisible wall and set x,y, and use:

    ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    Bound to layout would be ideal but since there is no scrolling on my main character, it ends like this: my character leaves screen and then game over. The invisible wall could work. Also i thought about restrict his x y movements but on different screen sizes/aspects the character could not reach the edge of screen or go beyond it.

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  • Hi all,

    is there a way to determine if my character is on the left or right edge of the visible screen? I want to limit his movement based on the screen device. I dont want the character to go off the screen since there is no scroll on him. Something like bound by screen would be ideal

  • > marcel1980 : If you need retro-style graphics with sharp pixel edges, it wont work without pixel rounding. I mean it will, but you will have pixels flashing through and ugly anti-aliasing. Also Tiled objects an 9-patches will look messy...

    Hmm so far i didnt noticed but i havent tested so much :/. So currently the only chance is to wait for a new build of C2 with a fix?

  • I didn't knew that making a pixel platformer is such a pain in C2 + Cocoonjs. Very little forum support on vital questions, lots of obstacles, not a unified opinion whether to use pixel rounding or not, Cocoonjs not supporting letterbox integer scale, Local storage not working in Webview+ etc etc. Some of these vital things, should be covered in the basic tutorials like this scaling issue.

  • Looks like the exact same problem for me!

    when i set scale layout to 2 and more, my character animations begin to stutter in a strange way. There's like 1 px shaking on the animation. Am i doing something wrong? My character is a 32 x 32 sprite attached to an invisible behavior sprite. When i reduce the scale, it behaves normaly. Is this a bug??

    In the meantime, i found out that pixelrounding OFF does remove it. However i have to test it some more, but for now it looks smooth.

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marcel1980

Member since 16 Jul, 2013

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