RafaelMatos's Recent Forum Activity

  • It worked. Thank you man.

  • Sorry man, I can't. But here is how the problem looks like. Shouldn't be liek that with paralax o,o and anchor behavior right. =/

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  • When the game start scrolling, I can see my interface elements, which has anchor behavior (Layer with Paralax 0,0), moving to stay in the same spot. It causes a really ugly visual buggy effect. Could someone help me on this? Is there another way to create your game's interface?

  • This is my concern too. However, I think avoiding too many large images and repeat small grafics (64x64 / 128x128) to create large enviroment is enough to make a game that runs in any phone. This a guess but would be great to know a range of memory use that would run perfectly in almost all phones in order to not abuse too much and having to redo your project design in the final process of your project.

  • QuaziGNRLnose

    The same thing happens :/

    Edit: it's working. Thanks bud

  • I'm using WindowWitdh/2 but it always send the object to the middle of initial screen. However, I need to send it to the middle of the current screen. I've tried both window and layout witdh, can't find one that says "current screen"

  • instead of having it be layout scale change it to layerscale and scale only the layers you want

    I just went to layer properties and set scale rate of my interface to 0. Better this way since I need to scale all the world except interface.

  • scirra.com/forum/viewtopic.php

    Thanks man. It's almost working perfectly. I just need to prevent my interface Layer to scale too. Is it possible?

    Edit: Nevermind. I just figure it out. Thanks

  • I need to go from 1.3 to 1.0 of my game scale.

    I think for this we use dt but i'm not sure how. Anyone?

    Thanks.

  • Anonnymitet

    Well, I have an Xperia L that is 2 or 3 years old I guess. So if it runs smooth on my crappy phone I won't have any trouble. =P

  • Make the solid behavior disabled my default. Then when any enemy collide with this specific wall (UID) you activate it's solid behavior. But in order to work you need to create a second wall (both really thin) to do the same thing as the first one do. The second wall is needed because when you collide and activate the solid behavior, the enemy will pass trought it because the colision already hapened. After that, if the enemy is not overlapping the wall anymore, disable the solid behavior again.

    You need to play with this and test many times to work properly.

  • Anonnymitet

    Hey man. Do you know the max of memory use recomended for mobile games?

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RafaelMatos

Member since 8 Mar, 2014

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