martinx09's Recent Forum Activity

  • So I managed to raise the fps by deleting some texts using "Every tick" condition,

    and destroying sprites off-screen.

    Now it's working smooth, but still think it's weird because crosswalk is supposed to be the same as chrome,

    and it works better on chrome, but any way.. problem solved.

  • So I want to make a game for android devices,

    testing I exported to HTML5 and uploaded to my personal hosting,

    then on my phone opened the site with google chrome and it worked very good (60 fps).

    Then I tried exporting as an app,

    I used cordova to export and Intel XDK to make the APK file.

    Installed it directly to my phone with the secure link sended to my email.

    And to my surprise the game runs at only ~20fps. (Galaxy S6)

    Is this normal? Because the game doesn't even have that much stuff going on,

    just a platformer behaviour, some spritefonts and some sprites with solid behaviour.

    What's the best way to export my game?

    Because if the demo runs that bad then the completed game will be even worse..

  • Tried all you said except for 1px transparent border,

    Tried low quality, pixel rounding, positions are integers, etc. No luck :/

  • Hey thanks for your answer,

    but still no luck, tried with high quality and still got the same issue.

  • The image inside the "Images" folder exported looks fine (like it should),

    and it is not happening with all of the sprites, just like 3 of 10.

    Never had this problem in the past, don't know what to do.

  • I've been having this problem where some of my sprites lose quality upon exporting the game (to web).

    This is an example, first image is how it looks while testing with c2 software (this is how it should look),

    and the second image is how it looks when I export the game and upload to a hosting.

    On construct2 test mode:

    Exported and uploaded:

    Why does this happen?

    And how can I fix this?

    Thanks!

  • Is there any way to host my own signaling server?

    Or using wss://multiplayers.scirra.com is the only way?

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  • Oh that's perfect, thank you.

  • I've seen a lot of capx files in here on the forums for almost anything I could think of,

    and they've helped me a lot more than tutorials.

    Mostly because I can run the file on debug and mess with the values and see how that affects the game.

    I was wondering if there are some demos for chat rooms or real-time multiplayer there?

    If not, thanks anyway for reading this.

    Cheers!

  • I thought that,

    but as I said I'm not making the levels, they are generated randomly,

    how would I know where to put them?

  • So, Hi there

    I'm having some troubles with collisions,

    I'm making a platformer game, with semi-randomly generated worlds,

    I said semi, because it just randomly picks premade structures, not make them from scratch.

    So for example,

    let's say some of the premade structures I have is this:

    That is just a .png image.

    I could just edit the collision box, but I would need 12+ collision points,

    and at that point the engine starts telling me that's a bad idea..

    Even more considering I use 10 or 20 of those on a stage.

    How could I set the collisions better/properly?

  • Nevermind, I'll just use Unity,

    easier to do with C# and Prefabs.

    Close the topic please

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martinx09

Member since 2 Aug, 2013

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