Headbang Games's Recent Forum Activity

  • Thanks spongehammer that's a good read, i don't really have fps issues, i just get some jitters from the bullet behavior especially on the beginning of the layout, so i thought i'll ask just in case.

    Here is a different performance question i have on my mind,

    If i have a 128x128 sprite object and i stretch it in the layout to 256, does it consume memory as a 256 sprite?

    Or in other words, is it the image size or the display size that sets the memory consumption?

  • Great thanks, thats what i needed to hear

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  • give the filenames the names of the layout and on start of layout

    audio play (by name)

    LayoutName

    or

    if layoutname = level1

    audio play ...

  • if you want to keep something at a fix x position, just set the sprite the that x position everytick

    or if sprite.x != value

    set sprite.x to value

  • Yeah i know that, but what i was wondering is, if there is another overhead processing for using more then one of the same behavior.

    Thanks for replying.

  • Does it make any difference if i have a bunch of object each with a bullet behaviour on it or have them all in a family with the behaviour on the family?

  • You control both slimy thingies at once, watch out from obstacles in both directions!

    Press the right button to move right.

    Tap anywhere to jump

    Hold for higher jump or for continues jump.

    You can double tap for another jump.

    Reach 200 to get a star, 500 for 2 stars and if you really good 1000 will get you the highest ranking of 3 stars!

    https://play.google.com/store/apps/details?id=com.amfm.jumpyslimelythingy

  • Neither did I, I pretty much looked everywhere possible

  • isonscreen is being checked everytick as it is, no need to add another condition.

    about the isFiring, you can use a boolean, it will work the same.

    i usually like to use vars, the later if i want to add another state of the condition i can use other numbers.

    for example you can set it to -1 to disable firing, or to 2 for another state of firing etc.

  • JayZX535 it would be much harder setting the correct value using every tick, i just added another var isFiring 0 and 1

    and i wait the amount of fireRate in between.

    a tick is not absolute, it varies depending on many variables, you can miss a lot of ticks in slower machines.

    well theoretically even a second is not absolute, but it's closer.

    but then again you can use dt.

  • here you go:

    [attachment=0:3s16f9gm][/attachment:3s16f9gm]

  • I just noticed, when i run the app in the emulate tab, i receive this message:

    Missing API Emulation

    App.overrideBackbutton

    when i try to click on the exit button i get:

    Missing API Emulation

    App.exitApp

    and when i click on a link i get:

    Missing API Emulation

    App.loadUrl

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Headbang Games

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