Colludium's Recent Forum Activity

  • I became momentarily excited about the tile map object. Then I spent the whole of last weekend trying to get it to work in my game in a way that kept seams from flickering and spoiling the effect. It turns out I've found it impossible - it could be an artifact of my old computer system and its ATI Radeon graphics card, but my system is not that unusual. Anyhow, the only way to make the appearance of seams unlikely (and not impossible!) is to set the game settings to 'visually dissatisfying in every other area' - so I gave up. I look forward to this feature being tweaked so that it can be properly used in the future...

    & vtrix, I feel your pain.

  • RamPackWobble - you're right - my time on Elite helped make me the man I am today LOL! Elite Dangerous - sounds interesting. It's news to me but I'm about to search for it. Do you think they will recreate the 40 minute game loading time as well?

    OK, I just watched the video. That is exactly how I imagined Elite really was when I played it...

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  • It depends on how you define effects, I suppose. I agree that feedback effects are really important and can really add a sense of quality to a game. Hence I tend to spend too much time tweaking in that area if truth be told. However, I try and steer clear of webgl shader effects because my target audience are probably playing on ancient laptops without dedicated graphics cards (my own laptop was once high end but now can't cope with rendering them).

  • C64. I dread to think how much of my life I wasted playing Elite and Revenge Of The Mutant Camels!!

  • Are we working up to another C2 game jam? If that's the case I'm just a little excited - not sure how to explain this one to the family, though...

  • helena,

    My 2-pennies worth:

    Nicely organised event sheets I thought (I wish mine were that well laid out). There are too many collision checks and too many objects on the layout for optimum performance in mobiles (348 objects iaw debug and 648 collision checks per tick!!) - this is very high for any game like this, I think (I would strive for a max of about 100 or so for a mobile game). Your use of 9-patches doesn't allow you the option of enabling or disabling collision checks on them: if I were you I would use sprites of different sizes and to fit that job and then I suggest disabling collisions for those objects not on the screen - that'll save some processing power and might make it more playable on mobile/ipad. Seems a bit odd that you can check for a ball collision with a 9-patch object but you can't turn the 9-patch collision attribute off if it's off screen.

    The backgrounds have collisions enabled which you can also switch off in the properties bar...

    In my relatively limited experience of using C2 it is excellent for producing browser based games that will be played on a desktop or laptop computer. The android/ios export options are still embryonic and, although do-able for a Nexus 5, they don't work well on an 'average' phone: you will get much better performance from using another development engine if your primary aim is to deploy to mobile. But - and it's a big but - C2 is an excellent development tool. Depends on your intended market...

  • Interesting game idea. I would also be inclined to use Unity 3d for this with the Playmaker plugin to handle the game logic. Depending on your plan you could use one or more orthographic cameras to render the 3d world without perspective (sort of 2d to the player).

  • Sorry to report that it's all working ok for me...

  • I've been unable to recreate it - I probably wasn't testing thoroughly enough on different platforms / export options so my example could well just be an example of poor memory management on my part.

  • Same stuttering issue noted here, especially in Node WebKit and Firefox. I had a 2048x2048 image in it which, when removed, fixed the problem. I'll try and put together a small example for the bugs if no one beats me to it.

  • This might help:

    Each animation frame has the collision set to bounding box but each frame is a different width and the origins are at different y distances from the bottom of the collision box. So, when the animation runs, each new frame puts the collision box either overlapping the ground or above the ground by a few pixels - this will be exacerbated on the slope when the effect of frames of different widths also comes into play.

    With your 'is on platform' check I don't see any 'should be jumping' notifications when the character actually doesn't jump, but I do see that some jump key presses can be missed.

    The fix - create an invisible rectangle about the average frame size of the runner and give that the platform behavior you want. Pin the runner sprite to it and voila!

  • Might not help but I note you have a delay of 0.1s before setting the is jumping variable to 1. Try putting the is jumping zero check as a first condition and then the keyboard / game controller checks as sub events and also change the is jumping to 1 to before the wait. Hope this makes sense - UK on my phone.

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Colludium

Member since 26 Aug, 2013

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