jobel's Recent Forum Activity

  • mrcgkh that's essentially what newt was saying but you would do Dest Out (blendmode) and "Force Own Texture" on the layer.

    but yeah AllanR this might be the best solution..

  • newt that's a great idea, I guess I could make a force-own-texture-layer that I use just for FX...

    R0J0hound I'm not sure what you mean by 'draw the circles', I think I was doing that with DrawingCanvas? clearing it and redrawing it every tick. It looks like it works, but its not smooth probably because it happens inside a tick and not a constant movement.

  • AllanR that's an interesting idea.. how did you figure out the thickness?

    although I guess it doesn't always look like 1 pixel thick. I'm trying to make it look like a pixel art ring, which maybe newt's idea might work there...but you'd keep having to make more and more polygons...

    there's gotta be a good way to "fake" it and still keep it "pixel art"

  • I tried a few options.. I guess DrawingCanvas is the best looking, but it seems really janky, is there a lot of overhead to spawn these and redraw every frame? I'm looking for efficiency and visually appealing.

    any suggestions?

    I mainly looking to use it for a "visual" fx for sprites in a game. Like for example creating a top-down explosion shockwave, or showing transmission "signals" etc..

    dropbox.com/s/6f6el1u7gbtg1vq/testGrowCircle.c3p

  • DiegoM this looks promising.. thanks!

  • DiegoM do you know if its possible to come up with a way to automate those steps as a work around until the problem is fixed?

  • when I login as guest it only allows me 2. However I get an additional 25 events if I register. Does it also provide more layers? (I can't really test that)

    with C2 it used to be 3 or 4...

    (I'm hiring an artist to do some work for me and want them to test their animations in-engine and wonder if they had capability for some multilayered parallaxing as well)

  • what if each orange/white part was it's own object, then put into a family? would their be a difference in performance since you could probably get away with a bounding box polygon for each...

  • interesting... although honestly I don't see the need to have more than 8. Most of the time a simple box will do, you just make sure its within the sprite...

    showing a little overlap between sprites when they collide works well.

    I guess it depends on your art style but I've never needed to be so precise with the polygon that I needed more points...

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  • indy2005 if your published game doesn't work on certain devices, better to just list and report it (in the description under requirements) before people download/buy your game. Be up front and say what you do and don't support. You can't possibly support every single phone out there.

  • well first it's not that you have to "optimize the crap out of" anything. If you've written inefficient or "heavy-handed" events/actions its going to be a problem no matter the engine.

  • I'm not sure but there have been plenty of Construct games on Android/iOS that run fine. So the only variable is your actual game (unfortunately). Perhaps its something in the export or something you are doing specifically that doesn't perform well on mobile.

    I myself have a full physics game that I run on my 5 year old Android phone and it works without an issue. But I used Cocoon for the apk.

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jobel

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