Anonnymitet's Recent Forum Activity

  • tunepunk I know and it can also easily be fixed with events. So that is why you have to plan depending on what type of game it is. But you can use a fancy background as you said to make it very simple. It's better than blurry scaling anyway. But as I said you can make scale outer/inner work for fixed sizes as well with some tweaks

  • I believe Kyatric and I wrote the same thing at the same time x)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The difference is that on go to layout you choose one single layout on go to layout by name you can make something like:

    go to layout by name choose(layout1, layout2, layout3, layout4)

    which makes it go to a random layout. You can make other things as well.

    So there's no difference in speed or performance but a huge difference if you want to include other things like variables for example.

  • gillenew As I said if you choose scale outer or scale inner everything scales perfect without any distortion in the pixels. So pixel graphics will be exactly as sharp whatever size on the device. Both on 4:3 as well as 16:9 it doesn't matter because the scaling is always interger and to fit all screen sizes the games instead scales the view of the game. So on a 4:3 landscape screen you see a limited amount to the sides and on a bigger 16:9 landscape screen you see a little further. So by planning it right you can make it look sharp as hell whatever screen size and shape.

    I promise you that all my pixel art games look exactly as sharp on any device on the market. And the best thing with pixel art is that it can scale up to huge proportions and still look awesome without any blur. So take a look at the link tunepunk sent and you'll see that screen sizes isn't a problem on pixel graphics

    This is how my game looks on different devices and aspect ratios

    So the drawback is that the users with bigger phones has an advantage over the small screens because they see the obstacles earlier than the small screens Also you have to make the UI anchored to the view so it always places correctly. And for games with borders you can just make the borders really thick. Looks better than black lines anyway.

  • I think solved with an easy way:

    new variable: "enemycount"

    every add score also add 1 to enemycount

    if enemycount >= 50 create enemy and set variable "enemycount" to 0

    Right?

    Exactly the solution I came here to suggest

  • Glad it worked.

    For the crawling. Just put conditions on the jump event.

    On up key pressed and is not playing crawling animation as a condition > then jump

    Put the condition "is playing" animation crawling there and right click and inverse it to make it "is not playing" the crawling animation

  • The events fire so fast so it's like you are at both doors at the same time when you press x. So if you press x at door one you immediatly teleports to door two and the x trigger is still active and you teleport back to door 1 so fast it looks like a glitch

    try this

    Is overlapping and press x > wait 0.05sek > move to other door

    That should work

    And the press part should be a trigger not a condition off course

  • I understand but My mobile games look exactly the same on all devices and screen sizes. It should work for your games as well If you use the Correct scaling options.

    When I went over to PC development it felt so much easier. No limitations to worry about and simple touch controls. You can just have fun making the game. But then you have to get it on Steam and greenlight is not that easy. But luckily my game went through pretty fast.

    Majority of the games won't get greenlit and many of the ones that do may take over a year.

    But I haven't released my game yet and I am working on the steam intergration in my game as we speak. So hopefully that part will go smooth as well

    So i prefer pc development and when you want to take a little break and get creative I'll take a day or two off and make a fun casual mobile game

  • Hehe, you could copy it with paint in 5min if you like I wouldn't mind

  • mannygill99 Thank you. But are you serious? hehe

    lwgames Thank you! This was the problem. The new SDK doesn't work with greenworks atm. So by using an older SDK it worked like a charm! No more errors or black screens. Finally I can upload my game.

    Ashley This should be updated on the first post so more people won't get stuck on this step for ages

  • Ok, nice. I also use 3Ds max. Maybe I'll try to use some pre rendered 3D in my next game

    Hope your launch will be a success and please update us on how everything is going and how steam marketing works

Anonnymitet's avatar

Anonnymitet

Early Adopter

Member since 11 Feb, 2014

None one is following Anonnymitet yet!

Trophy Case

  • 10-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Popular Game One of your games has over 1,000 players
  • Coach One of your tutorials has over 1,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

16/44
How to earn trophies