rekjl's Recent Forum Activity

  • What I am trying to do is this:

    There is a 5 x 5 grid with dots in the middle. A sprite will be randomly spawned and than randomly move to a neighboring dot. It can only move right, left, up, down. It cannot go outside the grid area and it cannot go to a dot from which it previously came from.

    I am now using collision detection and checking conditions to control the movements, but I am getting weird and inconsistent results, which is why I am having trouble pinpointing what is wrong. I've included the capx below.

    Or perhaps there is a more efficient and simple way to achieve the results?

    Would appreciate any help. Thanks guys!

  • Sparks it is than!! Thank you so much korbaach!

  • Hi guys,

    I really like the particle effects I have created, but they seem a bit heavy on mobile games. So I was wondering if there was a way that I could copy or "record" the particle effects of C2 and have converted into an animation sheet or a bunch of sprites. That way I can compare the two and also see how much of a difference it has on my game.

    Would appreciate any help and advice on this.

  • It looks like for my case, putting a loading screen at the beginning of the layout does the trick, instead of between layers. I can confirm the spike in processing comes right at the start of each layout. Time to start manually redoing all the event sheets.

  • So it is true for mobile games in C2, we will need to manually add in our own loading screen since the loader layout only works for nodekit?

    For my case, I notice that jumping to another layout is ok, the issue is that when I start a new layout, it runs slowly for a few seconds. This is pretty much confirmed by the debugger with shows a spike in processing at the start of each new level....Although it indeed could also be because the compiler has yet to finish initializing like you mentioned. I will give it a few test and report back here.

  • Hi guys....and gals. My game is nearing completion and there is one thing I am very curious about.

    When we export our games for mobile (I am using crosswalk), I notice that there is never a need for loading screens except for when the game starts. After that it is like straight from one level to the next without any loading. But if you play any other mobile games out there, there will always be a loading page. So I was really curious as to why is that?

    Could it be that at the start of each level, the game always starts off slowly, so developers purposely built a manual loading screen there while the game gets to normal speeds? Really curious about this. Hopefully someone can shed some light on this.

  • It is definitely interesting, but I think it is super difficult to implement in a way that will actually give a better gaming experience.

    The main problem, is that realistic images, tend to have very similar contrast and tone. The images in your second post shows it quite well. As for a gamer, this pose two issues, first, it is very hard to distinguish between certain objects. And second, due to similar contrast and having to concentrate more, the eyes get tired much more faster than they normally would, which would result in the player spending less time playing the game.

    3D games can do this because they have a 3rd perspective that helps greatly to visualize the different objects, even if they look very similar. Of course, the use of fog, shadow and Ambiance Occlusion helps a tonne. But with 2d games, it becomes almost impossible to balance between Realism vs making the game visually easy to understand. I think that is why nowadays, many prefer mixing them. Using realistic textures, shadows and rendering, but on a non realistic color (a vibrant color almost always). If you watch most of the 3D animated movies, series and games, you will notice that many of them prefer using this. You get a sense of realism, but the vibrant colors makes it visually attractive.

    ......well that's just my humble view.

  • Congratulations on this great milestone!

  • Nice share!! This will be a big help to many.

  • I could be wrong, but it looks like you didn't set the timescale for btnSounOff to 1, so that's why it isn't reacting at all.

  • Hi growstudios and welcome to the forums. This is a topic that has many approaches so it depends on which you prefer. The approach I like to use is this:

    If you are only targeting 16:9 ratio, it is simple, just select the screen resolution that you prefer and work from there.

    If you are setting up for multiple aspect ratios, I usually select 2 or 3 of the most used ratios, create a bounding box with those ratios, and set them in the middle of the layout. All boxes are transparent in the middle, they just have edges so I can see them. From there, I design my game so that

    a) All the vital parts can be seen from all the different ratio boxes. (the intersection of all ratio box)

    b) No unwanted objects can be viewed from any of the ratio boxes. (every part of all the ratio box)

    For example, a vertically longer aspect ration will show more of the floor than a shorter one. So it is important to make sure that the graphics don't cut off suddenly or display things that are not supposed to be seen.

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  • You will most probably need to look into saving the movements and timing of the game object. I've never tried it, but it might not be so simple, and it would eat up some resources, especially depending on how long the gameplay is, cause you will need to save the information during that entire gameplay. I believe some of our members did something similar, you might want to search the forums for older post regarding rewinding movements.

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rekjl

Member since 13 Oct, 2013

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