PixelPower's Recent Forum Activity

  • PixelPower - can you show how you got the numbers for sprite counts and sizes of images? seems a bit too small (30-50 sprites), especially if you want to use particles.

    I got the numbers by making my game and testing the limits . I didn't count particles because thats a bit different . You can have literally 100 tiny particles moving around with very little impact on game speed. But I doupt your particles each are going to be 40x40 sprite size ,30kb each particle or higher, that would impact speed.

    > 1) Do you have a mobile version?

    >

    Here: https://play.google.com/store/apps/deta ... lfgeek.sn2

    Thank you Iam downloading it now!!

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  • And of course i have converted quickly road glsl example for you ;

    http://gigatron3k.free.fr/html5/C2/FX/roadglsl

    And now how interact this road with C2 sprites ? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> and z map ...

    Awesome example!!

  • Hi guys I know alot of you may have run into problems with your games and apps when running them on your mobile devices whether it's Iphone or Android . Here are the methods I use to make sure the games I make run smooth with no glitches,errors,bugs,slowdown,etc. I made a game that is a great example that has 30-40 sprites moving at the same time on a mobile device here

    https://play.google.com/store/apps/deta ... t.ad&hl=en

    1) Graphics Size-

    A) Backgrounds- you should always use Tiledbackground unless its an animated background. The sizes for optimal speed the background size can be 840x480 or 960x640 which you can have 30-50 moving sprites onscreen. At 1920×1080 and higher you are going to have to limit the amount of sprites you have onscreen to around 10-25. Now also when we talk background size below 300kb is optimal. Once the size moves past 300kb you will have to start lowering the amount of sprites used onscreen.

    B) Sprites Size- The optimal range of moving sprites 20x20 to 140x140. The optimal size of the sprite file is 10 - 30kb. Now if any sprites sizes are larger than those you just have to reduce the amount of moving sprites. Also remember to cut out the transparent edges on your sprites to reduce memory impact.Non moving and non-used sprites- Make sure that you uncheck collisions on sprites that are pieces of the background but are not used in the game.

    2) Coding Practices- The optimal way to program so you don't have to much repeat code or bad code. Before starting your game make a quick draft on your computer of what you want to include in the game. The draft will include things like

    A) Start menu- what buttons will you put i.e. start , options, missions, rate me, etc.

    B) How many stages , powerups , story ,etc.

    Now of course you will add more to your game as you go along but doing a draft will help you organize code with this next part the Event Sheets . Split your Events Sheet by feature first so that you will not get lost in code. For example have a separate event sheet like Game Events, Player Events, Saving Events,etc. Here is an example look at the event sheets here

    Another tip is to break each block of code down into groups. That way you easily find your way around when you leave your project and come back. Also for each level you can break things down that only happen in that level but not other levels and you don't need a ton of event sheets to do it.

    3) Destroy Sprites not used- If any moving sprite is not used it should be destroyed. Even if a moving sprite is offscreen its still using memory and counted as an onscreen moving sprite .

    4) Music-- Sound files around 5-20kb are fine. Full music soundtracks can be up to 7mb with no problem. Make sure if leaving the layout you have a command to stop the music otherwise the music will keep playing and you will have 2 soundtrack playing over each other when you enter back to the layout.

    5) Guest Post tunepunk -- This post tips is his

    Use functions / Trigger once / or Once every XX seconds. Unless a function is called it's not gonna be using any performance and they are naturally triggered once when called, so have functions do most of your heavy work that doesn't happen so often, they are very flexible and can take a lot of params. Trigger once while true can be useful in some cases, but "once every XX seconds" even more so. For example: If your character is close to a pickup like a coin or whatever. You don't need to check every tick if that's the case. Reduce it to something like every 0.1 seconds, that way you will save a bit of processing power.

    Any questions just ask!!

    > I got up to 30 moving objects onscreen at 1 time. Construct2 is much faster.

    >

    30?!

    More like thousands.

    https://youtu.be/dk9Dn41vNKs?t=20s <-- This runs excellent on iOS & Android.

    1) Do you have a mobile version? 2) Do you have any left over sprites you not using , I can use?

    The artwork and gameplay look fantastic!!

  • runs smoothly on my phone, however it gets kinda lame only shooting at things without needing to dodge anything I feel, always the same 2 spaceships, etc...

    also unsure if that is intended but the big ship gives you 5 points each time you shoot at it, not only when destroyed.

    but, it works flawlessly

    Yes I had to add extra points to the big ship otherwise it would be very hard for regular gamers to achieve the master missions. How many of the missions where you able to achieve?

  • Looks like the game is running smoothly. Good job.. I'm curious to see what else you will do next.

    Thanks if you get a chance later on when play the game tell if you had any trouble unlocking the missions, was it easy,medium or hard.

  • Thanks for the feedback guys and gals it now live on the googleplaystore and arcade. Have a blasting day!!

  • Bringing the action back to action games!! Blast AD is an arcade action game where you controls an invincible spaceship which is earth's last line of defense.

    • Awesome powerups like blazing buzz saw and nuclear space blast

    -Action packed with ton of enemies up to 25+ onscreen at once

    -Mission Achivements which determine if your a novice or master

    Googleplay Link

    https://play.google.com/store/apps/deta ... t.ad&hl=en

    Web Sierra Arcade link

    https://www.scirra.com/arcade/action-ga ... t-ad-10942

    Video

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  • Its funny you mentioned this because a while back I was working on trying to make a 3D runner with Construct 2 kinda of like temple run. I had a 6 frame animation for the road. I had 6 frame animation for the barrels rolling towards the player. They start smaller and get bigger as they get closer. Then my computer got hit with virus and had to do hard reset lost my work. If I have time I might do another version of it again.

  • Jumping back up for screenshotsaturday.

    Game comes out on the 22nd btw!

    http://store.steampowered.com/app/412660/

    Just checked out the video on Steam and man it was amazing. Its very rarely for games to have a lot of special effects animations but your game is filled with them. You pushed Construct 2 to the max and made a beautiful game!!

    Well I have only think off going to fusion 2.5 because of I have heard that fusion has much more performance than c2 because they have their own exporter but c2 has to rely on third party software like Intel xdk. Is it true that c2 performance on mobile devices is slower than that of fusion 2.5 games??

    Ok now you sound like an employee of Fusion 2.5 hahaha!!

    Construct2 is far more powerful its not even close. Thats a video of a game Iam working on running on a 2 year old Android device called Note 4. Fusion can't produce a game that has half the amount of sprites I have onscreen with Construct 2. I got up to 30 moving objects onscreen at 1 time. Construct2 is much faster.

    Once I finished the game and put it on googleplay I will PM you so you can see for yourself. Once I finish the game I will also make a new post on mobile optimizing that will help everyone out.

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PixelPower

Member since 31 Jul, 2014

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