Joannak's Recent Forum Activity

  • Id'say to Scirra ppl that they should not add any 3D thingies, those are just waste of Developer-time.. Since the dev recouses are extremely limited, it's better just concentrate to make everything there is good even more stable and efficient.

    Current behaviouys&objects are good start and I'd like to see some way to have 'approved 3rd party expensions' So that I'd be able to tell that those are really well tested, stable etc etc..

  • Oh. Never had thought that. Ah well, good to know.

  • Also, not all platforms can do steady 60 all the time. So if frame rate halves temporarily (30fps) the bullet movement is 120 pixels per one frame and it's highly unlikely all your intended target objects are that thick.

  • helena Good to hear that the optimizations have indeed helped. I do have couple more points for the future (if you'll need)

    When making collision checks, use square bounding boxes when it's feasible .. I noticed that many Sprites (Paddle and Ice blocks at least, also some other) use polygons.. Those complex polygons can eat (relatively) much CPU power but won't in real world affect the game play much.

    Expecially check, if you could get some speedup by simplifying the collision polygon for the ball, since it's making most of the near.miss collisions during came.

    As a visual note.. At least on previous version the paddle was light pink. It's nice color, but can cause quite a lot a eye stress for people trying to play your game. Especially when the background is light green. Also, please take into account the fact that quite many people are (partially) color-blind and details like that can make game unplayable. Perhaps you could add some extra color/contrast to the paddle so it would be easier to see.

  • Version 0.7.0 Comments. (score -7 <img src="smileys/smiley4.gif" border="0" align="middle" /> )

    Would be nice to have some sound FX when ball hits to blue area (water?) and perhaps a tiny delay before ball is moved back?

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  • helena I have no IOS thingies so I can't test on those, but I think I have spotted some issues on the game that might at least partially explain the slowness of the game.

    I don't want to sound too harash, but I try to go directly to the point and explain on simple terms what to change. I do hope that other forum users check my findings.

    Firstly: Avoiding unnecessary collision checks that tax the CPU

    • Block and FuelBlock type sprites have Solid behavior. It causes a lot extra collision checks (about 1/3 of the collisions at the first level according debug console!)
    • Lots of other sprites (including all Fuel-tube parts, black walls and TouchCenter) have collisions enabled without any use.

    Events 24+25 are IMHO a bit funky

    24) Ball is overlapping with Paddle

    -> Ball on collision with Paddle

    25) Ball is not overlapping with LevelPositionSprite

    -> System: Ball.X > Paddle.X + 30

    (also disable collisions of LevelPositionSprite)

    Drawing issues..

    Many large fully transparent sprites are drawn, perhaps better set them Invisible? (LevelPositionSprite, Touchcenter, touchRight, TouchLeft)

  • Since those animation images are not layed out on regular grid, you need to take a paint program (Gimp or Paint.net are free) and separate each part of animation into individual parts.

    Store frames as PNG format files with transparent background and then load those into C2 ..

  • I know.. I did read the forum quite some time before jumping in. I could have registered earlier, but didn't feel any mandatory need to do so.

  • Oh boy. this has potential to become the next cookie clicker..

  • I tested this on FFox and didn't see any game logic problems..

    Next I'd like to see results page and option for local (take turns share mouse) multiplayer. And of couse, more holes to play.

    Really great work. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • As a Noob with C2, I'd like to see would be a good explanation of these scaling alternatives existing at the moment, what effects they have and how to choose the best for my needs.

    For example, when I search word Letterbox from the online manual, the only page that shows up is about Tilemap object ( scirra.com/manual/172/tilemap ) ..

    And from that I can deduce that I'll need to set at least three seemingly unrelated options/settings to avoid backgroud seams. On the other hand, I don't see any information what's the bad side? So if those are good values, why having others at all?

    I do know that there may well be a relevant thread on this Forum, but with forums, it's much more likely to find outdated, totally misinformed stuff than real knowledge.

  • My first own computer was C64 and the first console was Mattel Intellivision. I also have AppleII and Amiga 1000 at store, not used any of those for a long time.

    On appleII, the most remarkable games were Lode Runner and Castle Wolfenstein's (not the 3D crap, but original 2d). On mattel there were Treasure of tarmin, Snafu and some others.

    C64 had first Design your own games (Adwenture construction set, racing car destruction set) and of course EA classics like M.U.L.E. and Archon, not forgetting classics like Elite, Zork and Ultima.

    (there were too many good games to Amiga to mention them all)

    Back Then.. EA (or EOA as it was) was the mark of inovation, nowdays they just push sameold sportsgames-

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Joannak

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