fldr's Recent Forum Activity

  • oh yes! Thank you! i didnt even thought about that the scrol lto could be the issue! will try that!

  • ok, heres another try with construct2 r198 (it says in the release notes "There's also a tweak to try to improve the framerate smoothness..")

    http://fldr.de/paralax6

    not better i would say

  • i get the same error, its hard to say whats wrong without seeing your setup in cocoon. Im not so familiar with cocoon that i could take any guesses whats wrong.

    My only tip is, try exporting with XDK.

    These are the settings i use and everything works fine

    make sure your files are at the specified folder

    you will need the device plugin but the media plugin only if you have sound.

    make sure you select Cordova 3.5 and the correct AppID

    everytime you upload a new apk to playstore you will have to increase 'App Version Code' by at least 1

    then build with the second option, "Android"

    hope that helps!

  • http://fldr.de/paralax4

    another try, i have the idea that the paralaxing has to be as fast as the ticks pers second or an integer multiplier of the FPS when pixelrounding is activated and stutter should be avoided

    http://fldr.de/paralax5

    this one sets the speed of the background every tick to FPS, it seems a bit better i think

  • you could create a text based on the created pizza and send this to a database or with email plugin to an designated email adress

  • http://fldr.de/paralax2

    with linear sampling

    http://fldr.de/paralax3

    with point sampling and pixelrounding

    both are better but not really optimal

  • Hi,

    im trying to make something with two paralaxing backgrounds but i cant achieve a result where it doesnt jitter/deform the background graphics.

    Sampling is point, downscaling is low quality, fullscreen scaling is low quality, letterbox-integer scale.

    the paralax of the first background layer is 48, the second one has 32 (because i had the feeling that maybe it needs "power of 2" sized numbers, no clue if its true because the jitter is still there), it was 25 and 50 before with alike results.

    the player guy has also only power of 2 values, max speed 128, acceleration 256, deceleration 512..

    does anyone have a tip? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://fldr.de/paralax

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  • why shouldnt the xdk sign option be used? i signed all games i published on playstore with the xdk and it worked fine, uploading to playstore and direct installing on devices.

  • Hi,

    just released one more small game i made last year to the Google Playstore, this time its a simple Asteroids clone.

    I will be uploading some more small games i made during last year in the next couple of days!

    If you like the game i would be very happy if you rate it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://play.google.com/store/apps/deta ... eroids2015

  • Thanks!

  • Also note "For each object" obviously does per-instance work, so will not scale well with very large numbers of objects, even if it's ostensibly to make things faster by turning off features.

    do you have any advice how to work around "For each object" ? i have the feeling that in many cases you cant circumvent "For each object" events. For example in a turn based game im working on i have to pick the NPCs whos next, for that i needed an "for each object"-(UID=Turn) event.

  • thank you for the feedback!

    what device are you using? i have the feeling that i went to far with the effects for mobile devices

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fldr

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