itzathis's Recent Forum Activity

  • This really depends on how you design your game.

    Also, it depends from how you resize the game, most people use Letterbox scale, I used it too but with experience, I've found that Scale outer works better, and publishers prefer it.

    Letterbox scale tries to fit on your screen and leaves black boxes to fill remaining area.

    Scale outer tries to fit on your screen and shows more layout instead of black boxes.

    I've prepared some comparison for you:

    I created a new project, set the background colour to be red, and filled the screen with one, cyan sprite.

    The window size is set to be the resolution of iPhone 5.

    Check how this looks with using different scale modes:

    Letterbox - http://screencloud.net/v/779o

    Scale outer - http://screencloud.net/v/aIV1

    You can't overcome the black boxes in letterbox, however you can fill the layout area outside the viewport with some background and no red area will be shown.

    Read about aspect ratios, if you create a game for 320x480 it will work perfectly on any resolution which is a multiplication of those values. So if you create a game in iPhone resolution (320x480) it will work well on iPhone 4 because it has a resolution of 640x960, divide those by 2 and you'll have 320x480 resolution.

    So, you can use iPhone5 resolution to scale it down, but then you will need to pick one of the scale modes and act accordingly to it's consequences.

    Read more: https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • Unfortunately I don't understand your problem. I've opened the capx and black boxes DO find path and move for the star.

    Maybe you think about something more like this?

    Also try to use Pin behaviour with Bar/Rope style of following.

    Basically when each new box is spawned, pin it to the first box in the line and the rest should follow it.

  • Btw, you dont have to create variables for toggle_sound etc. You can use Audio object to check those kind of things like "Is silent", "toggle silent" etc : )

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  • Hi,

    You can see in game layout that there is scoring in the top left corner. This text object is named DistanceDisplay. Now in the GAME EVENT you can find a line where this number changes:

    http://screencloud.net/v/7kOO

    So we can assume that TotalDistance is your score.

    Now add Web Storage to the project so we can use it.

    First we need to check if there actually is any highscore so we do this event:

    http://screencloud.net/v/1kBE

    It basically means "on start of the layout check if local key "MyGameNameHighscore" exists, if not then create it set it to 0.

    Now during the game, we want to know if the highscore has been beaten. You can check it every tick or every x time. Just like this:

    http://screencloud.net/v/hLH1

    So... Every 2 seconds check if TotalDistance is greater than value stored at "MyGameNameHighscore", if yes then assign a new value to this key.

    And that's it.

    Now you wanted to view the highscore in the main menu?

    Then try adding a event that checks if the local key exists (at the start of the layout - you did this before).

    If yes, then set an object in the main menu to visible and set it's value to WebStorage.LocalValue("MyGameNameHighscore")

    Let me know if you succeeded : )

  • Remember that if you use sprite for the health bar, with the given method this will scale the sprite.

    If you want it to be shortened/lengthened then use Tiled background for it.

    In Tiled background properties you can find "hotspot", this defines how the object width is changed, experiment with it to see how it works.

  • I believe the best would be to use their native resolution

    http://www.iphoneresolution.com/

    I believe 320x480 is the most used resolution for mobile devs although I dont like it so I multiply it by two and work on a slightly bigger screen then allow my game to scale down if it's needed.

  • Hi, the reason behind this is that opacity, believe it or not, does not go straight in 1, 2, 3, 4 numbers but for example from 1.1231 to 2.3424 then 3.4145 and so on with totally random values after a dot.

    You can work this out with System->Is between values.

    This would be something like:

    timeTravelable.opacity

    69

    71

    Try this and manipulate values to see if it works : )

  • Can you send me a capx to so I can check what's going on? : )

  • Yes, they do interact. Main plot is about collecting items falling from the top so I need to use collisions.

  • Hello, recently I've found myself creating a game, which uses a lot of falling objects from the top.

    Imagine something like falling rain, where single drops appear above layout and fall down to the ground.

    So the drops always fall in the same direction and (to simplify) the same speed (no gravitation).

    My question is: which behaviour is the best for this kind of action?

    I can reproduce this movement with various behaviours, the point is, I'm looking for the "fastest" mechanism.

    For example, I tried using:

    Every tick -> Move forward(speed * dt)[/code:2q357iu2]
    But later I found out, that Bullet behaviour works much much faster. 
    
    So I started to experiment, for example with Physics with and without checked 'Bullet' in properties.
    
    I can imagine a lot of possible ways to do this...
    [ul]
    	[li]Physics[/li]
    	[li]Bullet[/li]
    	[li]8 Direction[/li]
    	[li]Hard code[/li]
    	[li]Custom Mov.[/li]
    	[li]Platform[/li]
    [/ul]And so on...
    
    Back to my question, what do you think, which way provides the best performance?
  • Topic can be closed as I've found an artist already : ).

  • It happens always if I use minify. I can try x times and it will give me an error. Interesting fact is that it was working before but suddenly stopped.

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itzathis

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