FuguFirecracker's Forum Posts

  • 11 posts
  • That's strange. I had no problem getting my 'Powered by Unity' game in the apple app store.

    Any part of the Ludei Terms of Service prohibit you from removing this?

    Have you looked at decompilers to replace the offending screen?

    There's APKTool code.google.com/p/android-apktool for android.

    iPhone is a might bit harder to break apart and put back together and one would need a Mac. If one were so inclined...

  • Joannesalfa

    Do you mean to say that Ludei inserts its own Splash into the build or just no splash? Is that part of the 'free' beta stipulations ?

  • Thanks for the quick reply!

    Do you have an example capx that does not use the TextPlus?

    EDIT:

    Nevermind, I got it working. Thank you very much for the useful plugins and behaviors

  • Hi

    I can't seem to get this behavior working.

    I have function, timeline, & textplus plugins installed.

    Can't get your example to work. Nothing but a blank canvas.

    Even the following yields a blank canvas:

    System > On start of layout > TextPlus > Set text to "This is TextPlus"

    I'm using beta release r111

    I'm thinking this is a problem with the TextPlus plugin

    TextPlus also does not work in the official 108.2 release.

    It does work in beta r91 ( I just picked a Construct 2 release that was released the same time as the last TextPlus available on github )

    Do you have the time to look into this?

    Thanks

  • Playing with it now. Thanks for sharing

  • Okay... I used ResourceHacker to strip out the play buttons and closed captioned sign and the Visa and Mastercard logos and about 150 more unnecessary graphics bundled in the exe. Shrank the file size by 354K. Plays fine.

    In the grand scheme of things going from 38,896KB down to 38,551KB ain't really that much of a victory, but nice to know you can do it, if you're a control freak like myself ;P

  • I have to say that the performance of the game is more than acceptable.

    How it could be improved:

    Fullscreen, no chrome [window borders]

    Mouse capture / hide / replace cursor

    Custom icon on windowed game [not the HTML5 logo]

    Leaner exe with separate data files

    Cruft removal from exe [unused icons and cursors]

    And that would be just about the only criticisms. I don't know if these are inherent compiler or designer issues. Maybe a combination of both ;)

    If these issues are forced through the codebase... maybe someone, more clever than I, would see fit to contribute to (or fork) the project to address some of these points.

    Thanks, JohnnySheffield, for making your experiment available for us to scrutinize.

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  • I downloaded and did some testing.

    Start-up time is quite excessive.

    The executable launches right away, but then leave 25 seconds staring at a black window before game loads.

    I used ResourceHacker angusj.com/resourcehacker to browse through the SpaceBlaster.exe file.

    It is full of cruft that, as far as I can tell, are not used in this application. Numerous icons for volume control, printing, pause and play controls, and more...

    109 superfluous graphic resources that are bundled with the exe file. Do you have any idea why that may bee the case?

    See for yourself:

    Download ResourceHacker (link given)

    Open SpaceBlaster.exe with ResourceHacker

    Browse through "BINDATA"

    Odd.

  • I haven't seen any evidence anyone can beat Construct 2's automatic spritesheeting and PNG recompression with other tools.

    I've got to hand it to you... After extensive testing of these claims, I'm pretty sure that what you say is no lie.

    Try as I might, I could not manually compress a folder full of sprites as well -and looking as good- as Construct2 could.

    The first video game I ever had a hand in creating was in 8bit and we had to cycle pallets for animation effects. No, it wasn't a 'retro game'... That's how long I've been doing this ;)

    Thanks for your response, Ashley.

  • Hey, thanks for the quick reply. Not exactly the answer I was looking for though.

    Sprite maps only supported for animated sprites? Did I read that right?

    The thing is... I do not want the engine to decide what is best for me. I want that control.

    All points mentioned in the article are easily overcome by sane design and delivery strategies. Granted, it IS easier just to let a computer program do it for you... But when one can do it better than that program, it is frustrating that one is not given that opportunity.

    So regardless of whatever decisions the developers made, I still want to import my own sprite maps and associated data.

    Perhaps a look into the Javascript SDK might yield a glimmer of hope.

  • `Allo all...

    New to Construct 2. Been doing the tutorials, reading the manual, and yes, reading the forums.

    The Q to which I have not found the answers to...

    Can I utilize sprite maps such as would be exported from codeandweb.com/texturepacker

    Will Construct2 compile the discreet pieces [sprites] into a power^2 sheet behind the scenes without my intervention? Dissecting the project and export folders, this doe not seem to be the case.

    I really want to use sprite maps of my own creation and not a folder full of separate images. Can it be done ?

    It is my long understanding that power^2 sprite maps are the performance champs when it comes to optimizing draw calls, file size, browser requests, etc...

    Perhaps this is a feature request: Support for sprite maps & data output from TexturePacker [XML/JSON/CSS/PlainText/More...]

    Thanks for reading.

  • 11 posts