tunepunk's Recent Forum Activity

  • Artpunk yea, it seems to be a windows phone issue. It happens when I preview in edge, and after building with both XDK and Visual studio. Even XDK's own demos in app preview has this issue, so I hope more people report it to microsoft.

  • If you mean in the editor, perhaps indeed you missed on "Selection wrapping" as indicated in the Layout View manual article.

    Otherwise, if you mean dynamically "in game", I would have my objects pinned to a sprite used as "background" for the object set. And that is only this object I would move around and dimension according to the set it contains.

    Does it make sense with what you are trying to achieve ?

    Yes it does make a bit of sense to use the background-sprite, I've also tested that but it becomes a bit tricky when the text string updates to a longer string, the align fails. Maybe i have to test evey string one by one, release the pin and pin again every time the text updates. And I don't want to create a new UI element for every different length.

    Maybe I could figure out a smart way to to do it with a function. I don't have C2 in front of me right now, but maybe something like thi could work:

    On function "alignGameText".

    ----> Unpin Text and icon.

    ----> Set spritefont text to. Your mission text. (Set the text string so i can get the width of the object)

    ----> Set textbackground.width to icon1.X.width + spritefont.TextWidth + 20. (set the width of the background object based on those 2 objects.

    ----> Set icon1.X to textbackground.BBoxLeft + (icon1.width/2) (This would set the icon to the far left of the background box)

    ----> Icon1 pin to textbackground.

    ----> Set spritefont.X to icon1.BBoxRight + 20 (moves the text to 20 pixels from the icons right edge)

    ----> Pin spritefont to textbackground.

    ----> Set textbackground.X to windowidth/2 (centers the background object to screen middle)

    Hopefully something like that could probably work, but I have to call this function every time the text updates, to correct the size of the background box, and make sure it's aligned.

    Anyway. A built in nesting/grouping feature of objects would be nice though.

  • I'm trying to figure out how to calculate the center of set of a set of objects or create a new pivot for a set of objects. Lets say i have 4 sprites on in a row. I want to have a center pivot (X, Y) position for all of them, an If i add one sprite to the set so there's 5, i wan't the center to update automatically.

    For anyone working with html should be familiar with what I'm talking about. I'm looking for a way to to nest objects similar to how a div works. I want everything in that group/nest/div to move together, and I want to be able to have center point calculated based on the width/height of that Group of objects.

    This is for a set UI elements/sprites which I always want to be center, no matter how long or short this set of objects are. Sprite fonts handle this but if I want to throw in some icons in the mix it starts to get complicated.

    Example 1.

    Object1 Object2 Object2, Object 4.

    -------------------center--------------------

    Example 2.

    icon, Spritefont text here.

    -------------Center--------------

    Example3.

    bigger icon, longer spritefont text here.

    -----------------------Center-----------------------

    Any feature I don't know about?, because this seems way to basic to have been left out, especially when you're working with game UI. I think it's important to be able to group/nest objects and set a pivot point for the whole group.

  • I got my inspiration from games like "commandos" and Baldur's Gate type games, which is isometric but not grid based. Like Transport tycoon. More dynamic maps, but still isometric angle. I also wanted to make the characters full realtime 3D in an isometric prerendered setting, but after buying Q3D i found it was way to complicated to work with, so I skipped that idea :p

    Image from commandos 3. Harder to do than grid based but I nice without the squares.

  • I didn't do traditional isoletric on a grid, as i wanted a bit more dynamic map with objects and buildings in any angles. A bit more tricky to figure out the sorting but got it working eventally. For grid I think its a bit more easy, but as been mentioned. Make use of tilemap object, to keep the object count down.

  • I always keep my project files on dropbox folder. Good for backup and revision history. Just in case... when I'm doing any major changes to the game, I save a new capx, and store the last one somewhere safe in case i need to go back to the previous version if I messed up.

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  • jamijn , that's pretty cool. And if that's ingme video recording then it runs quite smooth. I like the voice

    tunepunk Link works now. Cool graphics! Joining the playtest

    I'm curious though, did you try to test it via some wrapped already? as an IPA ? Please go through that process first, testing with Cocoon.IO app is risky as it behaves differently when compiled and exported. That's what I have as an issue that is preventing me to publish. Game works GREAT otherwise.

    Thanks. Yes i tested to wrap it with intelXDK and and also building with visual studio for windows universal app. I havn't tried cocoon.io build yet, but XDK gaveme same performance as in phone browser. Not any noticeable difference, no problems. Everything worked fine.. Gonna test a new build once I've added some more features, and graphics.

  • Although I think option 3 you will get much better fps, but the game will use a bit more memory, and load a little bit slower. That's just my experience from working for mobile. I'm using option 3 at the moment, because the other solutions i lost too much FPS.

    EDIT: but the best way is of course to try it. What's best for your game. Test and see how it performs.

    Try all options and decide the one that you think get you better performance.

  • Then i wouldn't recommend using WebGl effects. Cheapest possible way would probably be to just have duplicate sets of sprites, for a bit more memory use, or maybe try the blend modes?

  • Are you developing for mobile or desktop?

  • I'm working on a mobile game to be released in a few months. https://www.scirra.com/forum/archer-working-title-devlog_t150236 Weather it will be succesful or not, time will tell, but from a performance perspective (which people seem to worry about)..... I'm getting constant 60fps on midrange phones, using 1280x720 windowsize, 3200x2800 layoutsize. around 800 sprites in game layout. High detail Isometric pre rendered 3D, 4 player multiplayer using Photon Cloud.

  • I think you could also use the bullet behaviour. It have the option to set "bounce of solids". Maybe that could work? It also has some physics stuff, gravity acceleration etc.

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tunepunk

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