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  • Depends what you're doing. You could be doing too many collision checks, rendering too many objects, or a bunch of other things. If you want to know, try experimenting by deactivating sections of code, running it with fewer objects, disabling collision checks, etc.

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  • Ashley - but isn't that basically what many developers do for commercial games, allow you to run at a lower resolution while still full screen if the computer can't handle it? Even if it isn't the zoom feature's originally intended purpose, if it gets a useful result, I guess I don't understand why you don't want to implement it? It could be particularly useful for those making exe games.

  • I guess that's one way to do it! I suppose you could also leave the objects in so you can code them, but delete the animation frames instead, or reduce them to 2x2 pixel placeholders.

    Correct, don't copy and paste between .caps.

    To load an entire animation at runtime, iirc you need to first set the sprite's animation frame, then load the image for each image in the animation.

  • That's one of the many reasons I tell people to use c2. My game, loot pursuit, takes somewhere around 3-5 minutes to preview. CC caches the graphics after the first preview, which speeds it up a little for consecutive previews as long as all you changed was code.

    Having big images in particular makes it take a lot longer to preview. I reduced the preview time in my game quite a bit by loading large background images at runtime instead via the sprite's 'load frame from file' action.

    Edit: oh, you already are loading them at runtime. Sorry, but I don't know any other tricks to speed up preview time. :/

  • It depends what you do with it. I have a game prototype that runs at 60 fps with about 100-200 enemies on screen on an iPhone 4S/ipad 3 in retina mode, but I'm also using every optimization trick I can think of for both rendering and code.

    Physics is not realistic on mobiles currently, except maybe having very, very few of them (haven't tried it), but most types of games don't need them.

  • I think the amount of lag depends on what you're doing in the game. I have a game that works at 60 fps with no lag on my ipad 3, but I'm using every optimization I can think of (no physics, no rotated sprites, etc).

  • Flipping doesn't matter. People are used to the idea of people switching which hands are holding the sword and shield from tons of video games doing so.

    Having a consistent style though, is important. Mixing pixel art sprites with HDTV painted sprites isn't going to look right.

  • If this gets implemented, I would like it to be an option in the preferences or a checkbox or something because I prefer the current search. Though having both would be cool to make the locations of the search term more obvious.

    Also, the highlighted color should be different from the normal highlight color, as to not confuse people into thinking it's selected.

    There is a bit of a problem with it though - what about aces that are hidden by being in collapsed sub events and groups? Would it color the parent events a different color to signify that it contains a child event with the search term?

  • Moderators can delete them too - I deleted it for you.

  • All you can do is report the problem to ludei and/or use sprite based text instead.

  • Aside from checking the accelerometer, not that I know of.

    Edit: I suppose you could do something like check if the windowwidth changes, if the new windowwidth is lower than the previous windowwidth, it's probably in portrait. Tough that wouldn't help for determining if it's in portrait or landscape at start, though.

  • Oh, the reason it's not working is you're using letterbox scale. If you switch it to scale it works. That will require you to make your own black borders, though.

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Arima

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