DrewMelton's Forum Posts

  • Good artwork is sometimes all people have to go by. When you stumble on a random game while searching, the first thing you will see is promotional artwork or screenshots. If you click a video, you are are still looking at art, just with sound and whatnot.

    It seems like it would pay to have a great presentation. If you are going to spend a long time making a game, might as well make the presentation good as well. That means title screen art, game art, icons, or anything else you can use to get people's attention.

  • We're going to investigate this further shortly and will let you know what we find. We've heard Windows 8 apps should be compatible with the XBox One, so it might be possible.

    That sounds pretty cool. Since my first game is aimed at PC, porting it to XB1 should be a no brainer. It seems like a good, easy way to make some more sales. :)

  • I was originally going to get GMS, but then I found out about C2 and it seemed more my style. I want to spend my time doing art and music, not programming. Nor do I want something that's going to take a long time to learn. Of course, even C2 has a learning curve, but it hasn't been that bad.

  • I would also like to see the tabs keep the order I set, or at least have some sort of logical order to make it less messy.

  • After doing some experimenting, here are a couple things I've noticed (possibly).

    1. Image size is more important than sprite size. In other words, a small 100px image enlarged to 500px in C2 is better than a simply using a 500px image.

    2. Copying and pasting a sprite does not seem to add to memory use, but does add to object count. So, we should still be careful how many objects we use even if they are the same sprite copied and pasted.

    Does this seem correct?

  • Fortunately I found out that you could just batch resize images in the project directory to a higher resolution (using nearest neighbour image interpolation in Photoshop), and all assets (except spritefonts and tiled backgrounds if you use them) retained their stage size, and I was able to disable point sampling for a comparably crisp effect.

    I've never been able to resize images in Photoshop CS5 without at least some pixel shift. No combination of settings seemed to work. Things would always be a little bit 'off'.

    Now, resizing in C2 works just fine though. All pixels retain their exact positions.

    DrewMelton - Set your HUD items to viewport locations via events to ensure they are always onscreen while using scale-inner. A little extra work for a lot of extra reliability.

    Cool, I have no idea how to do that, but hopefully I can find a tutorial somewhere. I'm still new to C2.

  • Well, I had the fullscreen mode set to "scale inner." It seemed to produce the best results. I just hope nothing gets cut off. I don't plan on having much HUD, but the HUD or the title screen would be my only concerns for getting cut off.

    Scale outer seemed to show too much of the outside, so I'd have to modify the back ground to go off the edge a bit.

    Letterbox scale seemed to work, though it always showed a letter box even if it was the same resolution as my desktop (1920x1080). So, I don't know why that is. I thought it would only show a letterbox if the resolution didn't match the monitor.

    The others didn't seem to be what I wanted.

    I also don't know why it says "fullscreen in browser" as opposed to just fullscreen. As far as I know, the game will not be running on a browser when I export the final game. I want to put it on Steam and maybe a mobile platoform.

  • Cool, thanks.

    My pc monitor is 23" and 1080p. The game looked fine when full screen in Chrome no matter what resolution I picked. The only difference was how much stuff I could see at once, and that is entirely dependent on how large I resize the sprites.

    I'll probably stick with lower resolutions. It seems to work fine.

  • If we are doing pixel art, is there any reason to use higher resolutions (window size)?

    For example, a typical character in pixel art might be 100px tall. Now, if we use a low resolution (window size) such as 480x853 or 540x960 then everything is about the right size when displayed on my monitor. Maybe some things need to be enlarged a little.

    Or I could increase the window size to a higher resolution like 1280x720, but this would mean using C2 to enlarge each sprite.

    If there is no benefit to working at higher resolutions, then I figure it's best to just work at a lower resolution and let it all upscale when it is played. That'd be easier than having to resize every sprite to double its size to fill out the window. What do you think?

    Everything will probably have to be resized anyway since pixel art is usually pretty small, but with lower resolutions, it wouldn't have to be resized as much.

  • There's always a way. Metal Gear Solid 1 and Tenchu on PS1 both had stealth, but no dynamic lighting. Sometimes both sound and line of sight can be enough if used right.

  • Well, I never did really introduce myself. Of course, I've only been here for a short while.

    I'm Drew from West Virginia.

    I recently decided to get into game making because it seemed like it would be a good fit for my skills. I majored in art in college, I play keyboard, and I am good with computers (though programming is my least favorite part), so it seemed like a field I would do well in.

    I've already posted my art in the art thread. I hope to post a screenshot or two from my first major game soon. This project will probably take a few months. Most of that will be getting things set up and learning. Hopefully later I'll have C2 down and be proficient in everything I need to do so I can just concentrate on doing the work.

    Of course, I figure I'll always be learning something new to better myself and make improvements.

    So far, I've mainly been following tutorials and getting things set up. I set up Photoshop as best I could for pixel art, I have collected a ton of art and references. I have videos and gifs of video games for reference (such as animations). Right now, I'm just practicing and trying out some ideas. I already have my first major project started. I'm just easing into it slowly.

    You should be hearing more from me soon once I get a bit more done on my game!

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  • Please send me the capx at lucidzvc@brashmonkey.com and I can take a look. There are some playback issues fixed in the next version of the plugin so that may be it, or it may be a bug in the plugin or an issue with the events.

    I started a new blank project as a test. I think the issue was that I resized the guy to make him smaller. That made the animation seem jerky. The animation was smoother when I left him full size.

    Is it normal for animations to be jerky when they are smaller, or is the issue mainly with resizing Spriter animations in Construct 2?

  • I'm putting a double jump in my first game. I just think it offers more control, and it's fun. Bad air control can make or break a platformer. Although in some cases it might make it too easy, but my game is more combat focused anyway. After playing games like Castlevania: SOTN or Rouge Legacy, I find myself really liking double jumps.

  • Quick question, I was just experimenting. I imported the Grey Guy demo that you provided us into Construct 2, but when I play it back in Chrome, he looks jittery. The animation is just not as smooth as it looked when I opened the guy in Spriter itself. The game says it's playing at 60fps. Is this normal, or is there something affecting the animation to make it not play as smooth as it appeared in Spriter?

  • Thanks, I'll have a look at it today and see what happens.