bscarl88's Forum Posts

  • Does not need to be power of 2, but when it gets into memory as a texture, it becomes power of 2 regardless of your original size. Using a background of 1280 x 720p for example (even if its blank), requires 16MB of memory because it has to be stored into a 2048 x 2048 texture.

    thank you so much for this, that bit just made a huge connection in my head with how to work best with sizing images. your explanation along with this chart helped me understand how to work with image sizes better:

    http://www.vaughns-1-pagers.com/compute ... s-of-2.htm

    is there a place I can learn that kind of stuff? because i consider myself good at the main logic of game development (at least in C2), but i would love to be better at formatting games specific to mobile.

  • bscarl88 if you read the images section of the manual and the don't waste your memory thread in the forums you will see that even transparent pixels still count. Your images are WAY to big for mobile.

    Thanks, I can definitely see how that's hindering us. I read the manual 2 or so years ago, but i guess not everything stuck! One of the problems that the export is telling is, is that our images aren't all in the power of 2. Do all of our images have to be a size of the power of 2, or is it just for the large tiled backgrounds?

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  • Keep it below 2048 x 2048, lots of devices cannot handle bigger textures than that!

    Even if 75% of the 2560x2560 tiled background is empty pixels?

  • Are there any good tutorials on achievement systems without using clay.io? I would like to use clay.io but only if the player wants to. So i would like to use in game achievements, with the option of storing them on clay.io as well. Or if that's not possible, at least just use in game ones. I could only find forum posts on having to use clay.io, so i decided to ask!

  • I get the following errors when compiling (GL_OUT_OF_MEMORY). IS this only because the images are not powers of 2? We have some rather large scrolling backgrounds. Some are 2560x2560 some are 640x1500, and there can be up to 3 or more scrolling at a time. But their entire box isnt completely filled with pixels though. depending on the device I can get to the main menu which has all of our backgrounds in all 4 levels scrolling behind eachother, and they are called up depending on what level is called. But then I can't get into the first level which is only 3 of the 16 scrolling backgrounds the menu had.

    Here's the errors

    if you want to see the scrolling backgrounds for yourself it's on kongregate right now:

    http://www.kongregate.com/games/oobente ... ou+can%27t

  • I really want to know this as well. currently my games use phone volume instead of media volume

  • is it possible to just use clay.io's achievement system without loggin in? I don't want to bug the player with the clay.io screen, it's a little slow and laggy, ut we still want to use it's achievement system to give the player in game currency

  • I too would really loove to know

  • I think I figured it out. I just move the spawning boxes when they are too close or too far away from the player, and move them by increments of 64

  • So here's a little more description as to what I'm trying to do. It's like snap to grid, but only in game. I'm trying to make the spawners stay attached to the player at a 64x64 basis like the spawner will only move at 64x64 pixel rate, and it will always stay within a range that is divisible by 64

  • Ah, I was looking int the project properties, not the view. I set this on, but it doesnt work as the sprites arent placed in the editor, they are spawned as the player runs along. Each sprite tile can be anywhere from 64,64 to 320,320 (Multiples of 64). I have it set to move the top tile when they are overlapping eachother, but this still only works to an extent as it will leave little gaps between the tiles that are spawned.

    I edited the link to use the capx, I had the wrong link up before

  • Ah, I was looking int the project properties, not the view. I set this on, but it doesnt work as the sprites arent placed in the editor, they are spawned as the player runs along. Each sprite tile can be anywhere from 64,64 to 320,320 (Multiples of 64). I have it set to move the top tile when they are overlapping eachother, but this still only works to an extent as it will leave little gaps between the tiles that are spawned.

    I edited the link to use the capx, I had the wrong link up before

  • would that automatically only place them in 64x64 increments? I was looking for it before, but i can't find the option under view

  • hey man, we need an artist, can I see some of your art?

  • So I've been working on an infinite level generator, and it works like this:

    There are spawner objects all around the player. If they are active, they spawn the tiles as you run. They become active under 2 conditions

    Condition 1: If the spawner is not currently overlapping an existing tile

    Condition 2: If the player is running in the direction of the spawner. So the right spawners are only active when the player is moving right, bottom are only active when player is falling, etc.

    This leaves 1 big problem, the tiles look a little odd when they are placed like 4 pixels above the one next to it, or 25 pixels apart, making the player think they can squeeze between the gaps. It's on the Level 2 Sheet, events 16-43 in a group called NewGen

    https://www.dropbox.com/sh/xh39yofyqj4f ... rator.capx

    Thanks! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">