GeorgeZaharia's Forum Posts

  • dmt10 see told you there is something that allows spriter to export its own textures and should be fast on map swap of character ;)

  • SOLUTION: WAY SIMPLE, Works like a Charm

    awesome, is the game hosted on the same server ?

  • around minute 2:50-52 my brain (aka me) almost lost the sense of reality and self presence, when that light moved...

  • so preparing my art-station for my game im looking into tools and animation software that can make my life easier to draw stuff faster animation wise. at the moment i planned on doing the skeleton system with spline or spriter pro but ehm, i'm really not looking forward on adjusting all my game animations by bones, as it might be the most tedious and probably the most time consuming part.

    so i found this gem... laying around internet, a bit pricy, but i think it might work, especially the facial recognition software using the webcam, which is amazing to say atleast, instead of drawing just mimiking my own movements in front of camera.

    so my questions are related to the Cartoon Animator 4.4

    did anyone used it so far? is it any good? how productive it is compared to bone animation software like spline/dragonbone/sprite pro? cause form their presentation video it looks amazing and probably the best animation software out there to date, even tho the price is high, i think is worth it if the reviews will be good????

  • Hi there, ... here is my take on it, as you said, you can lower the image size by compressing it before import inside the C3 project, (however see M2), as far as i know there is no way to alter the image format compression inside C3. you can convert from jpg to png etc lossless and stuff on export of frames inside the sprite.object animation but not on import, if there is a way i don't know it... and il be waiting also for a solution cause this might be something i missed.

    M2: i don't think it matter if you convert before the image into a super compressed light0weight jpg-50 format, the moment it enters construct gets converted to jpg lossless or png 24 bit or something... so all your pre-load compression vanishes, not to mention that on export all those images you imported, get placed in 1 or more big image maps or sprite sheets, which has very poor compression, but which you can compress once you exported and have the file ... but you got to be careful at the dimensions and edges between images.

    Edited: however, if the purpose of lowering the image is to do a low/high graphics specs, you can tweek the engine.render bilinear trilinear linear etc... i think in C2 there even was a plugin that was actually enabling webgl quality settings to go from high to low, and performance was insane and difference in quality of images not that big, but not sure if that plugin "whatever the name" (im missing it now), was converted, all i know is that was a commercial plugin for C2 that was adjusting the render quality and was the only plugin that was doing this.

    an other solution to save memory or quality if that is the purpose, is redesign your game for max display 480p. if its a mobile intended app, and 720p for desktops under 2k, and 1024p for 2k and above.

  • My game is embedded within an iFrame window on a parent webpage.

    from my experience with iframes in general being it in a game or being it as an iframe on a website, it depends how it loads and where it loads from, but usually you won't be able to alter the inside contents of an iframe, as it won't be hosted on your server. however, if the game is hosted on your server, but you use an iframe to display it on another webpage on your website, you might be able to parse the data, from inside the game at its hosted location to localhost of browser and then on the displayed iframe page you can call the localhost data using javascript. other than that i have no clue.

  • quick question, doesn't spriter exports a animation file .plx or soemthing like that that includes the "frames inside" or the actual graphics? cause i remember i seen somewhere this thing where was using spriter or spline? not sure which one... i never used them, but anyway i seen this capx example where it loaded all assets animation + animation frame designs from 1 type of .something inside the project, like a inner rar inside construct type of thing, and that thing was fast as like insane fast. is this spriter addon thingy doing that? or i dreamt this feature?

    cause that might be your solution, now i don't know if was spriter, spline, or dragonbone ... either one they all do the same thing, so im guessing they all should have the same capabilities as exporting ?

  • try this... go to settings clear cache of app, redownload the stable 225 ... don't use the beta versions, it's like 7 updates farther currently beta 232 and seems the stable version never had a update for a while, and beta has lots of mini updates, that causes problems, especially lagging system, hangouts mid development, error on copy pastes etc. they don't happen all the time, but they happen like 1 per hour of app being opened. might be some memory issue, or who knows, for me beta keeps crashing randomly. and stable version sometimes just stops responding, probably some of the beta engine got mixed with my stable version.

  • CAUSES OF THE PROBLEM

    In practice, this is actually relatively rare. As noted you have to be unlucky enough to have all of the following happen:

    Resize an image considerably smaller than its source size

    by the looks of your sprite image, the source is 512x512 yet in your game is at around 30pixels ... resize the source to 30 pixels or the biggest size you use in the game.

    if the problem persists i would change the sprite.object to a tiledbackground object, if that doesn't solve it, ehm, i got nothing else.

    here is why i refer to tiledbackground object use, when you use the autocrop on tiledbackground object edges are cut perfect pixel, where if you do it for the sprite.object there will be added a 1px or 2x border radius transparent space around it. is annoying, but since C3 that problem never got fixed, and it will probably never will... not to mention the tiled-background object reder quality is far more superior than the sprite objects, where it ads edge blur where it shouldn't etc.... i know it might not sound as the perfect approach but is a workaround the current issue until is fixed.

  • you can also do append text as "& newline & 'new text' "

  • in Construct 2 there was this plugin r0j0hound made, was able to create and setup aI by levels etc and difficulty, not sure if is ported pretty sure might be... but i put together something in C3 by events only, hope it helps.

    the process is similar you give waypoints to a object and make it move by waypoints.

    Advanced

    ai car example (extras inside there for making a racing car being dependent on modular powerups like engine, turbo, aerodynamics, grip, weight, acceleration.) to understand what i did in there, it might require some time to go trough each and understand how they work, but il send you a simpler example, to make ai just spin no extra stuff.

    Beginner

    AI CAR easy example Bare Bone mechanics of AI CAR

  • In event 5, create a text object with the fade behavior at enemy, and set text to damage amount.

    event line 5, 1st action, and 8, 1st action, one for the player turn and one for the AI turn, spawn object text at the respective enemy/player character XY or imagepoint and set the text value to the enemy.dmg or player.dmg and as oosyrag said, having a fade out behavior on the text object will make it disapear after an amount of time, you can also set the bullet behavior and set angle of motion to 270 when text object is spawned, and make sure to untick the "set angle" from the text.bullet behavior default settings everything else you can leave as is.

    if you do it corectly, you should have a text object popup on the damaged party that will say the dmg done and the text will go upwards while slowly disapearing over 1 second as the default value of fade behavior is.

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  • Our game on FB Instant Games - facebook.com/instantgames/203072127510377

    We are also selling Construct 3 source codes for these board games. Interested people can download them here - scirra.com/store/bundles/board-games-4209

    You can also download them from itch.io - itch.io/s/33698/shepherd-games-source-codes-construct-3

    snake&ladders is glitched you can continuously click the dice and it will just speed trough the game in 1 player mode.

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  • > change every 1 second to 0.1 or 0.2 seconds. that should do it. but it might be to CPU intensive... "thread" carefully

    I think maybe I didn't explain what I meant properly. I want the lines that the new bullets draw to overwrite the previous ones. And maybe change line color with each new line. To create a rainbow effect that I can modify further in the process.

    ahh i see you want the colors to change while redraws... well for that you have to change those RGB colors i think so lets say you have a max value of a color at 255 for red would be RGBA (255,0,0,1) and for GReen and blue the same 255 but in their respective RGB order.

    now you can do try this and see what happens

    you can try to count if Red Green or Blue reached 255... since we will increment all at 1 time the same speed so we have that rainbow psychedelic seizure inducing effect.

    Red < 255 add to RED 1 # add to Green 1 # add to Blue 1

    Red >= 255 set RED to 0 # GREEN to 0 # BLUE to 0

    this way you always loop the colors you can run this before your drawing on the everytick

    it should overlap or atleast be at the edge of each other based on your drawing updates, to overlap them you have to also move the XY position a certain distance so when you draw that from sprite 1 to 2 you can also make all the debug dots move since you are using them as drawing position i guess?

    hope it makes sense. il try put together a example file but im a bit color sensitive cause is like 12 am here and didn't slept.

    but to get that effect you have to move the XY and color values in a loop for sure.