ErekT's Forum Posts

  • I have some redundant plugins I'd like to strip out of my project file. Does anyone know how to do that?

  • My first impression is pretty good. Easy to make my way around and find what I want. Too bad there's no way to add plugins and effects from C2 yet, I can't test any of my stuff without that.

  • I prefer pixel art, if it's *good*. It requires polish and skill to look appealing, just like any game art.

  • Im saying all such editing of animations should happen in an animations window.

    I don't know how to say it any simpler than that.

    You can do a lot of tweaking without the need for onion skinning and whatnot. I know when I need to adjust an animated sprite's palette I prefer to spend a few minutes editing a handful of sprite sheets rather than hours re-importing all the frames one by one.

  • Yeah I'll do that. Thanks for helping out

  • Ashley

    If by sprite sheet you mean a packed texture atlas and not simple animation strips then yeah, that would be a great help in my case at least. As long as we're able to import sprite frames from texture atlases outside C3 easily it doesn't matter if the ones C3 use internally are different.

    Import from animation strips would also help if C3 was able to boundary crop each animation frame so we don't get a lot of wasted image space.

  • No crashing with new projects, and it only happens on my Win7 machine. Everything is fine on my Windows 8.1 laptop. The crash doesn't produce a .log file unfortunately.

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  • Yeah that's me. The cloud save was syncing while it was open and everything went boom right away. Argh.

  • On opening the latest version of my game capx (and its backup) I get this lovely message:

    [quote:sio0mu34]

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    cannot find animation frame either in last_path or project location

    Condition: FileExists(GetProjectPath().c_str())

    File: Projects\AnimationFrame.cpp

    Line: 239

    Function: class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > __cdecl AnimationFrame::GetActivePath(void) const

    Build: release 243 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 3)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Never experienced this kind of thing before. Does that mean my latest capx is doomed or something?

    EDIT: Yeah it is. F%#k me.

  • >

    > I wanted to be able to create my spritesheets in a paint program and import that sheet, because then I could just edit the sheet in the program more easily to redraw parts if necessary, etc. That way I can just work on one image file instead of have to split it up into different images and import each one.

    >

    You can already do this, no?

    Nope. As far as I know, the best you can do is re-import single-frame images.

  • Ooh, another Locomalito fan. That's actually where I learned about that chip in the first place

    I played through the demo. Really solid stuff I'll be following this for sure.

  • Yeah, tried that and it still crashes on exit. Weird.

    From package-preview.json:

    --disable-plugins --disable-internal-flash --disable-popup-blocking --enable-gamepad --enable-html5-camera --allow-file-access-from-files --disable-software-rasterizer --ignore-gpu-blacklist

  • I guess the last big incentive for me to consider C3 just got nuked. Ah well.

    The spritesheeting feature isn't for animation. It's used to pack sprites together to increase performance at runtime. Other engines refer to it as a texture atlas.

    When you have hundreds of frames you need to change you'll realize just how big an inconvenience it is to do it on a frame-by-frame basis.

  • This is grand! Haha I love it Real nice arcade feel.

    Are you guys emulating the Yamaha YM2203 sound chip btw? It sounds a lot like it.

  • I see NWjs v 0.21.1 is available for download, anyone tried it already?

    On Windows 7 I get a crash message on exit in preview mode. Exports seem to work fine.