Chadori's Recent Forum Activity

  • Lasmelan - Not really, depends on the style and neatness.

  • Josek5494 - Can you explain the uses of the three actions?

  • izioq - You should always use a hitbox on platformer games since any change of collision points or size of the player will produce a glitch on solid objects.

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  • Tinimations - Yes, you are half true. If your game video cutscene is 720p and the device screen is 720p then the video shown is 720p and if the video cutscene is 720p and the device screen is 360p then the video shown is 360p. If the video is 720p and the device screen is 1080p then the video will be stretched therefore losing video quality. Now in your case if you make your video 1080p and rescale the layout to fit it properly with the window size and in some case if the device screen is 1080p and your window size 720p but your video is 1080p even if you rescaled the layout then your video will not stretch therefore not lose quality but improve it. Videos are always rescaled to what your device's maximum playable size. I hope that clarifies it.

  • Tinimations - Sorry about that, I made a mistake. I agree with jobel 's suggestion on this one, you can just make the cutscenes on a separate layout with (1980px*1080px) size and rescale the layout/layers that will adjust to your window size. On Cutscene set your layout/layers scale to 0.6666666666666667 and change back the layout/layers scale to 1.0 on gameplay.

  • Tinimations - If you have your vector graphics then you can just make your release video 1080p even if your game is 720p. Just remake parts of your game that will be in your video as scenes by rescaling the graphics then put together as a video. Hope that helps.

    But if 1080p video quality isn't really a necessary then you can just stretch your 720p video cutscenes to 1080p.

  • LionDude12 - Unfortunately, Scirra doesn't provide support for non-Windows OS . Fortunately C3 supports it but it is still a very long way to it's release date.

  • adamcreator -

    By your description, I can think of only 3 possible reasons. Please check the following possibilities:

    1) There are times that the spriter scml plugin when updating scml objects produces a bug. For example, when you update a scml object and the spriter images of the object are in a family or vice versa, then the spriter images/ objects are mistakenly accepted in the spriter object family. If you have this problem then the app will surely crash on gameplay.

    To diagnose this install a beta release of C2 and if an error message shows when you open your .capx then this is causing the crash. To fix this, you need to read the error message to find out.

    2) When an infinite loop / a function leading to a new function and etc. / repetition of trigger are used, they don't give out warnings of crash of game since it is not an error but just a misuse of events.

    The unfortunate part of this is that it doesn't crash immediately, and will only crash when the events are triggered or true/active.

    3) The most common cause of crash on-start of app / during gameplay are plugin errors on app build. For example , if you have admob, Inappbrowser, IAP plugins or any third party plugins and when these plugins are incompatible with your app or if the plugins are not well set or incompatible then a crash will happen.

    Well, I hope you find the cause of your problem.

  • adamcreator - but it doesn't lag when you play only crash, right?

  • adamcreator - Does it crash on gameplay or crash on start?

  • adamcreator - Usually your goal is to not make it lag and to crash is unusual. Did the crash happen on preview or on export --> play? Is it a mobile game? A little more information will help.

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Chadori

Member since 10 Oct, 2014

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