Alyra Games's Recent Forum Activity

  • Do you use 16-bit PCM wav files? Its recommended. Thats all I can say about sound. :/

    I think its the "Set physics world stepping mode framerate independent" that is bugged. If i disable that the physics are not perfect, but "ok". But the physics than run in slowmotion on my 30 fps smartphone.

  • Good to know. Thank you.

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  • Use Space pressed instead of Space is down.

  • Is it normal, that the physics go crazy with the CocoonJS launcher? :(

    If I try the game in the browser everything is fine. But when I run it with CocoonJS the physic force command is about twice-triple as strong.

    Thanks in advance.

  • I use exactly the same method for my ground sprite. It is possible and works good.

    If that was your question.

  • Hello,

    I have an easy question.

    I try to design my game as performance optimized as it can be.

    What calculates faster?

    Option 1:

    object 1 - move at angle 180? -4*dt

    object 2 - move at angle 180? -4*dt

    object 3 - move at angle 180? -4*dt

    I think this is the slowest method, because the game has to calculate the degree ?.

    Option 2:

    object 1 - set X to self.X-4*dt

    object 2 - set X to self.X-4*dt

    object 3 - set X to self.X-4*dt

    This I think whould be the second fast, as the game has to check every objects X and than substract from this value.

    Option 3:

    object 1 - set X to self.X-4*dt

    object 2 - set X to object1.x

    object 3 - set X to object1.x

    Finally I think option 3 is the fastest as it has only to calculate the first object and than simply check the first objects X coordinates for the other two objects.

    Am I right? The difference is probably not noticeable at all but maybe if I whould have 100+ objects.

    Thank you.

  • I think you can achieve this with the "snapshot canvas" command (system).

  • Awesome. Exactly what I need. Thank you. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Hello.

    After i tested my game for the first time on my galaxy note 1, I noticed, that the timer goes weird.

    I have a timer, which creates an object every 1.5 seconds. On my smartphone it creates that object around every 1 second. It doesnt sound like a big problem, but it makes the game unplayable (platformer).

    The second thing i wonder about is that the game stays at around 28-29 fps. Regardles what I do. I even deletet all objects, all layers, the whole event sheet. Then the fps where about 30.000+. But if I just place a small 64x64 sprite without behaviors, without code, just place it on the layout, the fps keep getting back to 28-29.

    I use CocoonJS. Do smartphones have a frame limiter?

    Thanks in advance.

    Edit:

    Okay I managed to get the timing to work. It seems, that the timer is depending on the fps, which is not ideal, I find. I now use a global variable instead in the every tick event.

  • Thanks for your quick Response.

    I will consider this. But my Scoreboard has to be on the same layer.

  • Hello folks!

    When the player looses, the game creates a scoreboard.

    On this scoreboard it creates an object "text". I cant get its text centering to work.

    Here is a screenshot of my code:

    goo.gl/Eb9o8L

    Thanks in advance

  • Okay I also considered the variable on every tick solution. But I thought it whould be more demanding than the every x seconds command.

    So I will try the timer behavior. Thank you.

    Edit:

    Thanks it works like a charm.

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Alyra Games

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