LukeW's Recent Forum Activity

  • Made a map system using arrays at start of layout. Pretty happy with where this is going.

  • Congratulations on the grant and the progress of your game!! I didn't know grants like that existed. How do you go about finding them?

    I checked my local government arts funding portal, specifically, their screen arts which in the last couple of years has been expanded to include videogames. I'm actually lucky that I live in a state that supports videogames, as some of the larger states in my country (Aus) don't support them at all.

    thanks

  • so... looks like that ^ is getting scrapped now in favour of something with a bit stronger story... stupid me should have kept it as a draft before things were set... :/

    Today I did make a collectible card system though :)

  • So I was successful in applying for a government grant which will allow me, among other things, to hire a pr firm and brand consultant prior to release (in Oct). One of the things that came up was that the story didn't tie together really,. So in a bid to address this issue, I've decided to do a series of collectable comic pages through the game. Here's the first couple (which also double as the game's new intro)

    Nothing's set in stone on this, so I'm happy to hear feedack :)

  • I tried exporting through Phonegap for the first time last week and gave up not long after as I kept getting an error mentioning Mobile Advert as the culprit.

    I just went back to using xcode.

  • Interesting anecdote to this. One of my students was testing my game today and, on the overworld map screen, I use blur horizontal and vertical fx to blur up a layer below the active one.

    They were using an iPhone 7 and mentioned that the phone was getting really hot to touch at the back while this was happening. As soon as the fx wasn't running, the device cooled down almost instantly.

    So yeah, I'll be removing that one too.

  • kidswithcrowns Looks like this might be the best way, thanks. I'll download the desktop version and see how I go.

    Cheers

    *edit* Actually, this is confusing. I think I'll just go through and use the paint bucket on each frame. Ctrl + arrow keys will be a handy shortcut here.

  • I tested this myself on a few devices. And I got a huge performance boost during locking.

    I just tested this on my son's s4 and it made such a massive difference in framerate that he couldn't believe it.

    It did tank again as soon as I turned on replace colour for skin modes, but that's a different issue.

  • So I wanted to do a thing in my game where the player can choose different color schemes for the characters. Thought it was working well (see gif below), but then I tested it on my son's old S4 phone and it absolutely tanks his frame rate as soon as the color replace is active. I'm guessing it's a lack of gpu, but now I'm wondering if this is ill-advised when developing specifically for mobile?

    I could recreate my player sprites and recolor them by hand (would be nice if you could paint bucket across all animations, but oh well) but this is a pain in the butt, doesn't let me change colours easily later on, and becomes a massive amount of work if later on I want to add more colour modes.

    So I'm keen on hearing other user's opinions on this and what they would consider best practice.

  • Is that still an issue with the c3 runtime? And if so, would you suggest leaving it on all the time?

    I had the slight concern that it would get rejected from the App Store if the screen was forced on. Sounds like that won't be the case.

  • Person - on created : add 1 to global variable

    Person - on destroyed : subtract 1 from global variable

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  • hmmm, That's interesting. I've had similar complaints from a user with an LG phone. I'm wondering why this is so prevalent on budget phones and if there's any way to prompt them to upgrade their browsers.

    Any suggestions Ashley?

LukeW's avatar

LukeW

Member since 26 Mar, 2017

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