SirSpunky's Recent Forum Activity

  • 40 fps at 4000 stars in Chrome (on 3 year old i5 2500K, Radeon HD 6850)

  • When printing the CPU usage within the app it does seem to be lower in the compiled app compared to the Chrome mobile browser, about 50% lower. Although my fps is good at the moment, it seems to jerk/lag slightly at irregular intervals.

    I also noticed a delay when playing audio (already preloaded), which also happens in Chrome mobile browser and CocoonJS. It's about 0.3 seconds long on Samsung Galaxy S3, which is noticable and make timing-based audio difficult.

    As I'm experimenting with a music game, my biggest issue is that Audio.PlaybackTime in C2 does not take this delay into account, so I have to manually add 0.3 secs to Audio.PlaybackTime to get the actual playback time of the song. I'm mainly worried that this delay varies across devices, which might mess up the timing. Still, this is an improvement from CocoonJS where Audio.PlaybackTime did not work at all.

  • Good work, this has improved a lot since I last tried it in february! Now my main issue is performance, which is not yet on par with CocoonJS. I suspect this might be an issue with Chrome rather than XDK though, as I have the same lag when running it in the Chrome mobile browser (which I don't have in the same project in CocoonJS on my Samsung Galaxy S3).

  • Hi! The Personal Edition allows you to make up to $5000 revenue from you C2 games, so it should be enough for most startup purposes. When you start earning more than that you should have no problem affording the Business Edition.

    More info here:

    https://www.scirra.com/store/construct-2

  • I just tried Audio.PlaybackTime in CocoonJS using the CocoonJS launcher and it doesn't appear to work. I print Audio.PlaybackTime to a text string, which is supposed to show the number of seconds the song has played. This works fine on the computer, but in CocoonJS lancher it just shows the total duration of the song instead (minus a fraction of a second).

    I saw an old thread on this as well:

    I guess this is a limitation of CocoonJS rather than Construct 2?

  • Cool, that's really interesting! I wonder what algorithms they base the "Similar" list on. Could it have been the name, or something else?

    Thanks for sharing. Good luck with the new game!

  • Congrats on your success! It's great to see a C2 game reach a larger audience. That means the engine works well enough.

    Just out of curiosity, did you market your first Flappy game anything?

  • Your game looks amazing!

    Really interesting info on the ports. Thanks for sharing. Hope you manage to find a reasonable solution. Please keep us updated how it goes :)

  • I absolutely adore the art work in this game. I get so inspired just looking at that picture. I'm a sucker for fairy tales and good atmosphere, so this was perfect. I love how this type of graphics keeps a serious tone because it avoids looking too cartoonish.

    The game itself was very stressful (for obvious reasons :), which took a bit focus from the atmosphere. I liked the idea of hidden platforms appearing only in certain circumstances, although I would have preferred to see the game more as an adventure game rather than a platformer. But that might just be because I want to walk around in this beautiful world in my own pace :)

    The link was down but I found the game here: http://sleepysheepy.com/Umbra/

    Thanks for sharing! Keep up the good work.

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  • Also, would be nice to be able to skip tutorial with a button click, and unpause the game with spacebar :)

  • Where's the game link?!

  • Great graphics!! Well done.

    I also died at the boss. I didn't understand if I actually hit him or not when i jump-shoot from afar, and a bit confusing that I couldn't use the special weapon while jumping. I think spawning bullets like cornelg7 suggested for both normal and special weapon would make it much more clear.

    I also nearly got stuck when I moved to the wooden crate at the boss, as I started moving really slowly.

    Right now the first level felt like a bit too much crouching. That could be related to the crouch animation being really slow. I think you should try to make crouching instant or near-instant and see how it works out, because I think the controls would feel much more responsive. Same goes with shooting, as there's now a small delay before shooting.

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SirSpunky

Member since 4 Aug, 2013

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