Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Jesse

All backgroundMaps are being given the "preRender" flag as true and a chunkSize of 256 on the override of loadLevel, just like it says to do, I also tried turning on "debugChunks" and I still can't see anything. It works fine in the pc version, which I run in my browser using the same game logic codebase. My game runs only in portrait mode now, but as far as I remember it didn't work in landscape either once I fired up the "Jump'n'run" demo. I can see that it works in Dominic's App Store version of Biolab Disaster.

1 decade ago by dominic

Maybe you're just not scrolling the map to the right position? There was a slight change in the newest dev version, for how the scrolling works:
Note that this version changes the way the screen scrolling works: You now have to call ig.game.setScreenPos( x, y ) instead of just setting ig.game.screen.x and ig.game.screen.y
~ Making your Game Ready for iOSImpact

See the Jump'n'Run demo that comes with iOSImpact for an example.

Edit: Just re-read your post. So the included Jump'n'Run demo doesn't work either?

1 decade ago by Jesse

I'm calling ig.game.setScreenPos during the update function, before calling "parent()" of the update function, for each background map.

On my phone "Jump'n'run" doesn't render the background maps either. I wonder if it's my hardware, a Verizon iPhone 4. Maybe it has a different screen buffer size and 256 is too large. I'll have to play with that number and see if I can get it to show something. I can't even see the pink debug chunks, it's really weird. But not pre-rendering shows just fine, with a speed difference though.

1 decade ago by Jesse

It's probably something I messed up by mixing "lib/impact" folders. I think my game is going to opt for nice 128x128 animated backgrounds. It's a little slower, but at least I can't screw em up! I'll be sure to animate them. My experience with iOSImpact is that you get a about 100 draw calls before your game is too choppy to play, but that's probably because the hardware can't handle it. I'll let you know how my game comes out.

1 decade ago by Fran

Quote from dominic
Maybe you're just not scrolling the map to the right position? There was a slight change in the newest dev version, for how the scrolling works:~


Hello dominic, I think the ig.game.setScreenPos( x, y ) method is undocumented in the Docs section. And this is confusing: the examples from the download page still using directly the screen property (jumpnrun). The official release and the examples are 1.17 but the code in impact.js is different.

1 decade ago by paularmstrong

Of note: the first level loaded does not show the background layer at all. If you subsequently load a new level after the first level has displayed, it all works properly.

1 decade ago by Philip

I have the same problem. The Jump'n'Run Demo just renders the collision layer, not the one with the background. I used a freshly downloaded one, so no changes from my side.
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