RafaelMatos's Recent Forum Activity

  • codah

    It is indeed. A and b are taken. And I think BanksySan is referring to the number 3, instead of questioning the number of algorithms that it's returning (0,1 and 2)

  • I think that the best way of doing it, and always avoiding big images, is to use a pack of 4 or 6 small different sprites and replicate them to shape the world and then using tilemap for all the decorations. The only problem of this, would be the amount of images overlapping each other and object count that would reach almost 90. Anyone would recommend differently?

    With tilemap would be really hard to achieve these smooth curves and also really confusing to create, so using it only for the decorations would be my choice.

    In this image I'm pointing some examples that makes the scenario, so Ignore all the decorations.

    I hope you understand my idea

    Any idea to achieve it and have the same performance potential of a tilemap?

    I'm focusing on mobile so it's important

  • BTW...

    New update released today.

    +New power-up - Infinity jump.

    -Now you have a chance to get randomly two different power-ups: 2x fishes and infinity jump. Both with the same duration.

    +New scenario

    +New Play settings

    Now you choose the difficulty once. Also you can choose which scenario you want to play.

    +New obstacles (hard mode and Extremely Hard only*)

    -Added two more types of obstacles.

    +Changes

    Power-ups duration and spawn rate have been increased.

    Minor graphic changes.

    *Extremely hard mode soon.

  • JamesXXXYZ

    Thanks man. That's a great feedback! I'll look at it in the next update.

  • FYI - The XDK update should have *nothing* to do with Crosswalk. The XDK is simply a client side application. The build servers live separately and communicate with each other.

    Hi, imaffett. Could you test my game? In my last update I verified that the game runs better when testing via wifi, while after built with crosswalk 10, have lag spikes for a short duration when playing in the first minute. After that the game's performance is "acceptable", but not the same.

    Xperia L

    Android 4.2.2

    Crosswalk 10

    Subscribe here to have access to the alpha version (will be available within 12 hours or less)

    https://plus.google.com/u/0/communities ... 1092308827

  • not necessarily, using version 7 instead of 10(10 being the default for me in the latest version of XDK) will give you the same results as before. it seems only version 10 is problematic. So you change the version back to 7 (in the project properties) if needed and you should be fine. eventually version 7 will no longer be accepted at the google play store. but for now I think it's still ok. Hope this helps.

    Thanks. I'll test both later.

  • MelVin

    This last intel xdk update are making crosswalk builds unplayable?? I'm finishing an update and almost ready to build and update my game on play store.

  • oh then i dont know mate whats the current size of your text? is your fullscreen scaling ? on high quality? if its low quality or medium that might be the problem and check also use high-dpi display

    I'll make it bigger and have a bit more work. Better than trying to find a miraculous solution.

    Edit: These settings are already correct. I always check that.. But thanks.

  • > I know that, but doesn't look "perfect" to me you know. I keep wondering myself if those 3d games or other advanced 2d games have the pixels of their graphics rounded too. if so, they must do something because it's not noticeable.

    >

    maybe they dont use text, but sprites,? try with spriterfont from construct2 and load a spriterfont u might like rounder etc

    I don't use text object, only sprites or spritefonts. The degrade graphic issue I was talking is about sprites that aren't too thin or small, becoming a problem due to the pixel rounding. But it is also a matter of point of view too, and to me it's a small downside.

  • I know that, but doesn't look "perfect" to me you know. I keep wondering myself if those 3d games or other advanced 2d games have the pixels of their graphics rounded too. if so, they must do something because it's not noticeable.

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  • locohost

    Using lerp and layout scale will work for the zoom part, but to travel through the map you can use an invisible sprite called camera with scroll to and plataform behavior (or in your case the 8 directions behavior). I also recommend putting this sprite in a different Layer called Camera with parallax 0,0.

    Something like this:

    Is clicking left arrow > move the camera to the left.

    if not clicking it anymore > set the camera's X and Y to scrollx and scrolly.

    Do this to all sides and don't forget to disable any other scroll to behavior that you may have while moving the camera.

  • My game is for mobile so I must set Pixel rounding to ON and sampling to point. Alright, but when I need to use smaller letters it becomes almost illegible because of the pixel rounding. Are there any way to prevent this? Like an specific size that don't degrade the grafic too much or something else.

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RafaelMatos

Member since 8 Mar, 2014

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