Arima's Recent Forum Activity

  • If you want to reduce the frame rate for testing purposes, just add an event with a loop that checks for collisions thousands of times each tick. You can adjust the number of checks to get the framerate you want. This shouldn't be used to try to limit the framerate for how people will play the game though, as in addition to being wasteful it probably won't work for trying to get a solid number of fps even if you try to dynamically set the number of loops based upon the fps, but it should work for testing just fine.

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  • Beaverlicious - use TUBE instead of youtube.

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  • I use:

    On touch start

    Pick closest object to touch.x, touch.y

    Compare value: distance(touch.x, touch.y, object.x, object.y) is less or equal than object.width+200

    • set object value 'active' to 0

    That way by using a value, no extra objects are needed and your get a perfect circular radius for the touch detection.

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  • We moderators can't modify it either, I'm not even sure the admins can.

  • Ah, that makes more sense. Thanks for the info.

  • Thanks for the info and asking the questions for us. Quite happy to hear about web GL especially!

    Did you ask specifically/get an answer about JavaScript performance, or just mention that it was important to us?

    Hopefully they'll up the file size limit when they get Ouya support going. Because honestly, unless your game is small in scope or use very light assets, 30MB will not cut it for a game.

    Cocoonjs is limited to 30 MB?? That simply has to get fixed. Does anyone know why they would require games to be that small?

  • I've heard good things about BMT Micro.

  • For the record, ludei is currently working on implementing memory management for c2, so it should become viable at some point.

  • Well, the plugin doesn't exist yet, I meant that rexrainbow mentioned possibly making it. If you set pretty much everything to invisible and it didn't really affect fps, then rendering is likely not the problem. Go on to disabling parts of your code, like collision detection, and see what that does to the framerate.

  • Making an mmo is a monumental task that Nintendo could tear down in seconds with one cease and desist letter, resulting in a huge amount of wasted work. You should make your own original game instead. The big companies tend to ignore projects because most don't get anywhere, or are small enough to not really be noticeable, but many projects have been trashed when they were convinced they could use an ip in a certain way but were misinformed. I listened to a lawyer speak about this, and Nintendo would be well within their rights to shut down your project.

    Learn from what happened to the streets of rage remake - eight years were spent on it and sega shut it down days after release. Also pokenet - they never received any money at all and got shut down anyway.

    Seriously. Don't waste your time. Even if it's pokemon inspired, make something original.

    http://www.wired.co.uk/news/archive/2011-05/5/investigation-are-fan-games-legal

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Arima

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