lennaert's Recent Forum Activity

  • Im liking the consitentie in the level and the overal theme a lot.

    The character didnt turn/rotate when walking around btw.

  • So I made an attempt at some ragdoll like thing which is suposed to fight.

    Its poor excuse for a fighter, with the arrow keys you can barely keep him standing, ..   spacebar executes a poor attempt at a kick.

    current web version

    capx

    Im fairly new to the whole physics movements, I get the gist of it, just not how to control it efficiently. I'm looking for ways and methods to do little controlled movements of the limbs with physics, mimicking human behaviour. (walking etc)

    I have tried lots of things alread and searched the forums, but nothing was really what I wanted or needed ... so I figured I ask here for some insight :)

  • rofl :P

    I missed half of the opening screen too, like the word adventure only showed half.

    I believe if you use that proposed scale, and make sure your background is like 10 or 20 % wider, then you wont get white or black sides, but youll see the rest of the background ;)

    Also, something that sprung to mind, there is no explenation apart from on google play itself. Might be an idea to include some info in game :) I had to go back to find out what I was suposed to do hehe :P

    the terrible rank was not due my fault, I didnt had enough time to click them bugs, as my playing field lacked a good percentage heheh :P

    With the scaling option and bigger background, it would have llooked the same as on your device I think :)

  • Too bad, it worked for me at some point.

    Granted, I had not always needed it, but then suddenly I did (had to search the forum here)

    I believe some more updates gone by on both parties end, scirras and ludeis, likely stuff's changed again :)

    Good luck

  • Now I'm almost tempted to go again haha

    Suggestion: instead of some firm rocking of the entire world :P how about when the danger gets really close you get this hasty sounding tune and a slightly zoomed in view of the player with the wave on its butt.

    I think that could make it some sort of adrenaline moment :)

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  • Did you enable looping ?

    Double click your person object so the editor comes up, every anmiation you added has its own loop setting in the top left propperties window.

  • I like the idea of the game mechanic, running from that wave of what ever it was.... though, atm looked looked a big transparent red/yellow square >_>

    The market menu from the start menu looked promising.

    Didnt get to finish a level or something as the shaking and the rocking of the screens totally kills any buzz for me I got from the running.

    check the forums how to smoothen that out, probably some lerping or like will greatly improve the gameplay there.

    fix that screen rocking, and I will definately try again :)

  • hehe :D

    I got B rank :P no idea if its any good as I cant see other scores lol

    I liked the music and tunes, kept me eager in seeing whats coming next.

    The creatures, though nicely drawn, became a bit boring after 20 or so, as the interaction left little to the imagination.

    I was expecting the character to do something at some point, almost expecting having to do a couple of disco move combos to finish of the creatures hehe.

    Had a slight problem with the screen width.

    I think about 10 / 15 % of each side is missing on my device. I think if you applied scale to outer you will not loose any of the layout and still fill the screen.

    Other then that, great looking game :D looking forward for more

  • Haha

    Just before, I read your post in the introduce yourself thread, Natal.

    Possibly being an on the other world double in family relations and youth, ... I thought I followed your trail to this topic :)

    Was kinda surprised at the messages ... at first ...

    Then it hit me, this community here is not like a 'social' communnity ... dont get me wrong, lots of nice folks here ... but ... lemme splain this, we're mostly nerdy natured with a flair for affliction for our own creations wanting to marvel in our own progress ... type of folks..

    Mostly techies, and artists.

    I dont think having one thread with info to a games release will get as much attention in this forum as you both like :D

    Now if there are problems, Im betting you can get lots of replies, hehe

    Anywysz, I followed your trail cos you seemed somewhat from the same scope of life hehe so there must be something here ^_^

    comodore64 tapes and flops :D

    amiga500 with 512 kb mem expansion, costing a fortune back then hahah

    comodore pc01 8086

    Youngest of 3 brothers

    80s gen

    betting there are lots of us here :P

    I downloaded the game, gonna give it a try and will let ya know

  • In the project objects view on the right, click the cocoon JS object.

    then on the left side for the cocoonjs settings, set standard web based.

    Will prolly solve it as the accelerated physics engine from cocoon crashes, has something to do on cocoonjs end, or so I heard.

  • Add the browser object to your project.

    Then with action select browser and open url/page

  • lennaert :

    Well, to me the pb with the 30/60 fps is more on newer devices than older ones.

    My game flickers a lot on my Ipad3 with fps between 55/60 for example. Even a drop for 60 to 58 is very noticable.

    That's why we are a lot asking to be able to set the fps at 30, to get rid of that, and have a stable framerate : we would prefer a stable 30 than a shaking 60, simply because people will not see they are at 30, but will see the shakes (cause there are really visible).

    On older devices, like an ipod4, i'm around 30, so i personnaly don't care on that point regarding an older device (it's more a question of optimization in that case). But maybe people concider that devices (ipad3 for example) as old ones already.

    I already uses timers for collisions, i've optimised my game a lot, i've optimized my code, but it's still there, it's not a question of code in that case i think. Of course you can get rid of that by having just 10 objects on the screen or 1 collision test in the layout (i exagerate voluntirally), but if you try to do a more complex game, it's difficult to get rid of that, if you do an action game or a platformer, and use a scrolling.

    Is the flickering related to reduced frame rate ? wouldnt your request for a lower frame rate be counter productive then ? i would assume you get more time between flickers ?

    Or do you expect that with a reduced framerate the overall processing goes faster ?

    Hadnt heard or seen that before :\ granted, I'm kinda new

    Got some stuff running slow, but never flickering.

    Only time I actually got flickering was with objects outside of the layout with CocoonJS.

    And an Ipad unable to keep up ...that must be some heavy game then, you sure you have chosen the right development platform? :P (yoke yoke)

    lennaert - I think your first question is valid: what constitutes a mid-range device today? I am sure we could discuss this for weeks as everyone will have a different target audience for their products and, so, a different opinion. Regarding your assertion that poor programming could be the cause of these problems, I am afraid that I must disagree as I don?t think you see the problem. As points out, those of us who are asking for this feature do so having already tried to reduce the processor loading in our games as much as feasible. However, the issues seem to be caused by things out of our control like the C2 engine processing maths for objects with physics or platform behaviours and trying to do that at the rate of 60 fps (or, to be more accurate, vsync). Try and play a few of the Scirra arcade games on your phone browser and you?ll see the problem we are trying to alleviate.

    Hmm, I've encountered many problems with phone browsers and web based apps .. but thats mostly due to the device also having to run a full fledged browser in order to support the html5 aspects. Though my smartphones processing power is nice ... the rather small memory becomes the next bottle neck, not my code. (well, in a lot of situations anyway)

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lennaert

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