RafaelMatos's Recent Forum Activity

  • zenox98

    Thanks.

    Why they did it?

  • Until now, I just developed 2 games for android, but now I want to try something to get greenlit on steam. I'm aware that I will take a long time to finish but I wanted to try. My first doubts is:

    How do we compile the game after exporting it? The exe file, setup... these stuffs

    Is nw.js working? because I can't preview using it. See below:

    Besides steam, which platform could I use?

    Please, someone that already have a game on steam or just greenlit could add some valuable information?

    Thanks.

  • > Hey, what exactly are you trying to make? If it doesn't look realistic because the colours lack harmony then you should spend some time researching on colours. Everything you can find on the topic. Examples of how other people use colours and just research.

    >

    > I'd suggest you get Adobe Illustrator if you're using Adobe software. Photoshop has it's uses but for UIs and designing is always best to start with Illustrator since it's easier to work with shapes and everything is vector.

    >

    > If there's anything I can do to help you out let me know!

    >

    Yes I use Adobe Illustrator CS 6! I really love it but when it comes to colors and how to make shades and effects I suck at it! I use like one color or white with color gradient only and a shade using an object and create it by pathfinder.

    I have saw a tutorial and they call what I'm talking about is Depth. How do you create depth? thank you.

    You need to work with contrast and highlights in order to make something more "realistic" and with depth. For UI, it's important to make sure that It "pops out" of the window in order to distinguish itself from the actual game. One way to do it is to create darker colors around the object. There are a bunch of ways to make everything regarding to design, you just need to practice and you will find out by yourself and create your own style. Tutorials helps a lot, but without practicing, no improvements can be achieved.

  • I would avoid physics behavior if you are aiming mobile. We already have too much performance problems without using it. This behavior just make things worse.

  • Your base tilemap seems to consume most.

    As soon as you reduce the window size the frame speed picks up. And removing the base tilemap gives quite some fps back.

    After the base its those 2 image decorations. Removing them also gives some fps back.

    Perhaps its due to using 3 layers of tilemaps ? I have not used tilemaps that much, so I am not sure on that. Perhaps the tiles you used are a bit big ? or the overal size of the tilemaps are too big ?

    Instead of using the 2 decoration tilemaps to place your other objects, perhaps use sprites ?

    Also, you can set sampling to linear, looks better imo.

    How come. It's all about a bunch of repeated smaller tiles. If I don't use any movement, fps stays at 60. Removing all the decorations give me back about 10~15 fps. Is it right? It seems TOO limited for me. Tilemap should give me a lot advantage, not the opposite. Also, bear in mind that it's only one object moving, imagine a bunch of them.

    The tiles are 32x32. Can't be that.

    The tilemap object size doesn't affect performance by it self.

    For the decorations: Using sprites wouldn't help because I would increase a lot my object count. Performance issue would be worse in this case.

    I'm really getting frustrated with C2 regarding to performance issues in mobiles. I'm about to give up and perhaps trying to make games for PC only. Too limited in comparison with other engines, in my opinion. That's the conclusion I get after months doing my games and, after this project, I'm sure.

  • could you post a capx ? or an overview (screenshot) of the involved events

    https://www.dropbox.com/s/38t313ei6witk ... .capx?dl=0

    That's weird. The attachment tab of the forum disappeared for me here.

  • I'm sorry but I'm really confused right now. My game has basically nothing right now. Just the first scenario, which is 3 tilpemaps, 1 base and two for decorations.

    When I start moving any sprite, drops 30fps in my phone. I'm intrigued. The project have 10 events and there are nothing that could do that. I've tried all movements behaviors, even move forward action.

    The object is travelling from the left of the screen to the end just to test.

  • Colludium

    It's a bit more clear ^^. Thanks!

  • Here you go... Click to mark a target position and the arrows will fly to hit each one precisely. I enjoyed putting this together .

    simple parabolic arrow capx

    That's reaaaallly cool man. Thank you very much. Could you explain a little bit the math you did? I'm just terrible doing math.

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  • Colludium

    It's not a platform game. It's a tower defense like kingdom rush. The example of what I need is right here (https://youtu.be/WbS_n-vCIek?t=1m41s)

    ... And I'm retarded regarding to math. Especially when it's about movement calculation :/

  • emoaeden

    Set angle have nothing to do with it, buddy. :/ It just don't do what I want. I need to go from a to b in a parable instead of a straight line.

    puntodamar

    Physics behavior for this is a waste for memory and cpu. Totally innefficient and not necessary :/

  • I'm using turret behavior, when On shoot triggers, I'm spawning a bullet.

    How do I make this object with bullet behavior travel making a parable instead of going straight to the target?? Like an arrow.

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RafaelMatos

Member since 8 Mar, 2014

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