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Post » Fri Feb 24, 2017 12:25 pm

Tinimations wrote:
Bleenx wrote:
Tinimations wrote:Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.
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Looks real good. You'll have to tell how you got the optimization well enough to produce that kind of fps on an older device like that.


Heavy reliance on behaviors, few events, tiles for everything, no webgl effects, and no sprites changing frames. Also make sure to optimize particles to not kill too much of the fillrate by drawing over the same area twice. 1000 particles that covers 8 pixels each with no overlap are surprisingly fast. The smoke were very few particles with a bigger image.


Sweet that's pretty good. I plan to get this for mobile once you release it. So how were you able to keep the particles from overlapping?
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Post » Fri Feb 24, 2017 6:34 pm

@Bleenx Well they still do, but it's a matter of keeping it to a minimum. Notice how the foreground particles are spread from each other to cover as much space as possible with as little overlap as possible. The small dust like particles are accomplished with setting large X and Y randomiser values.
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Post » Fri Feb 24, 2017 8:10 pm

Tinimations wrote:@Bleenx Well they still do, but it's a matter of keeping it to a minimum. Notice how the foreground particles are spread from each other to cover as much space as possible with as little overlap as possible. The small dust like particles are accomplished with setting large X and Y randomiser values.


I see what you mean now. I was thinking "how in the world did he keep particles from overlapping??" Well, good to know. You said you kept things mostly to behaviors also. So I'm sure you relied on the sine behavior a lot for moving things rather than creating events? Also, you said "no sprites changing frames." What exactly do you mean by that? Sorry for the all the questions. You've just piqued my interest in trying another 2d game again in Construct after finishing this project I have in Unity.

Also, when you do plan the mobile launch?
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Post » Sat Feb 25, 2017 4:10 pm

A small preview of a bit of simple dungeon mechanics:
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Zelda Gamekit (my project)



Example capxs I have made:

Zelda-Style Inventory

Zelda Hearts System
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Post » Sun Feb 26, 2017 10:11 am

This is where apples come from.
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Post » Tue Feb 28, 2017 1:07 am

Made in 5 days

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Last edited by takamoto on Thu Mar 02, 2017 2:26 pm, edited 3 times in total.
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Post » Tue Feb 28, 2017 8:50 am

takamoto wrote:Image

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the isometric meccanic is very interesting ^^
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Post » Tue Feb 28, 2017 10:22 pm

Preparing a pipe puzzle template:

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Post » Wed Mar 01, 2017 9:53 am

i have release a full level Beta playable of mi personal interpretation of "jungle platformer" c2 tutorial XD
https://www.scirra.com/arcade/tutorial- ... eta1-15710
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Post » Wed Mar 01, 2017 9:59 pm

Image
Zelda Gamekit (my project)



Example capxs I have made:

Zelda-Style Inventory

Zelda Hearts System
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