goldentreee's Forum Posts

  • Sorry !

    I just discovered the "resize" button in the tile window lol.

    My last question still needs an answer if someone knows :)

  • Hello !

    I just wanted to know if someone knows if it's possible

    I want to load an image in a tile, and edit the size of that image within the tile.

    Example :

    I want to import my image at its real size, 256*256, but i want construct to draw it at 50% in the tile, and so repeating it at 128*128.

    Thanks ! :)

    The purpose is to try to draw smaller layouts for retina displays, and so sprites, and so win ram.

    In fact, i don't know if it works : if i import a sprite of 256*256 and put it at 128*128 on the scene, will the retina use the real image to draw the missing pixels, and i will have a "res-high" sprite, or it will just make bigger the 128 ones ?

    (not sure i'm very clear haha)

  • great, thanks a lot 0plus1 for all your work :)

  • It's because you're thinking as "a team", what i can understand of course.

    But for a single developper, as I am, which not means a non-professional project, Construct 2 is very good to my opinion, for a 2D game.

    It's really open, and you can easaly do all the "classics" you can encounter in a 2d game.

    I'm more a designer than a programmer, and i'm on my own, and even if i can deal with some code, i'm not at all able to write one from A to Z, and that's not what i want to do.

    For people like me , C2 is a very good solution, and will definitvely be when the webgl will be supported on mobile devices.

    After all, it's also a question of "philosohy" : i tried GameSalad, Strencyl, GameMaker, and others, but the only one that talks to me is C2, and I think it's because it's just in the same "logic" as a software that i use everyday for my work as a designer : photoshop. (simple work on layers, for example)

    Otherwise, I would have turn to a "real" developp program such as Corona. But in this style of software, easy to program, C2 is the best one i found, for me.

    I love C2, I know its limits, and more than everything, i know the limits of the devices i'm developping for (mobiles).

    When the dynamic memory usage will be supported, with for exemple CocoonJs (before the end of the month it seems, or with Ejecta), C2 will be a very very good option to develop for mobiles, and so other platforms, to my opinion.

    C2 is growing up every month, as the HTML5 games, and I think it will be very intersting now, and in the future.

    It's a kind of bet, the same as the team of C2 did.

    I bet on it too.

    (sorry for my bad english lol)

  • Well, the very good news with "Pigs in the oven", is that it was updated after the 1st of may, so after the new rules, done with Ejecta, and that it works !

    Great news to know that !

    Thanks 0plus1 for all your work with Ejecta :)

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  • thehen : very interesting, and nice to share.

    I've done quite the same thing for my game, i would have just use 2 tiles sometimes instead of one, to have smaller ones, but it creates more objects, so i'm not sure what is better, i think it depends of the game or the device we target.

  • NaSTy : If i'm right, it needs webgl to work, that mobiles don't support, but the thing that Ejecta has, and that cocoon will have in the next update (it's too long to wait for them all the time, to my opinion, but i hope this next update will be there soon and work well, cause i like cocoonjs too).

    I need to do more tests, but it seems to me that the dynamic memory thing is not used yet by Ejecta, but i have not done real tries to see.

    I wonder too if it deals well with saves.

    I'm not far enough in my prject to have tried to work on that point, and i've never done a save yet in C2, so if anyone with a projet that use webstorage can try to see if it works, it would be great (otherwise i will try later at my end).

  • So i've made my first tries with Ejecta, and it looks very great.

    It's a bit complicated to put an app on a device, but if even me was able to do it, everyone can :)

    I tried a level i've done, on an ipod4 (it's a platformer, fullscreen, not optimised at its fullest, so i know the fps are not very good on that device, but it was just to do a quick try).

    And the results i had in xcode with the instruments are :

    (i don't know if the use of cpu is important but i put it)

    CocoonJS:

    ram use : around 42 mb

    fps : between 30-50 (ok to play that specific project).

    % of cpu use : 70-75

    Ejecta :

    ram use : around 21 mb (!)

    fps : between 27-35 (like cocoon enought to make it still playable)

    % of cpu use : 40-60

    Well, it's just a quick try, but i think it shows that Ejecta can be very interesting, depending of the project, cause it's dealing really better with the ram usage, wich is, as long as dynamic memory usage is not supported, a very important point on mobile devices to me.

    I've done another try just with a scene and a tile on it, i didn't save the results, but it was the same : Ejecta was making me winning 10 mb of memory and was using less cpu.

    So it seems that the more you use things, the more the difference of usage of ram is big between the 2 software.

    I'm not at all a specialist of technical things, so maybe my tries are crap ones lol, and if someone can do better "real" ones it would be great, but in my case, Ejecta seems to be a better option than cocoon at the moment (and my tiles were perfectly drawn by Ejecta), cause the difference in the fps is not visible in the game itself, and i win a lot of ram.

  • Bllody hell ! I've just never thought of simply using the name of the layer !

    Thanks Arima :)

  • Great !

    It's so nice to see that there is a possible alternative to CocoonJS.

    I just discover Ejecta, so I will try it :)

    Does it supports the layout by layout loading ? If yes, it would just be awesome :)

  • Thanks :).

    It's not the subject, but I can't be bothered anymore about CocoonJS, and the fact that C2 has to go thru that to reach some devices.

    I mean, i really like CocoonJS, but it's so slow to update and react, when all the other software at the moment are moving very quickly.

    I will contact Spriter to know if they're working on it :).

  • I just discover Spriter and that thread right now and it looks awesome !

    Maybe it has been said before, but i just wanted to know if it works with mobiles projects done with cocoonjs.

    And if yes, if someone has tried perfromance test to see if the ram and the fps are ok.

    thanks :)

  • Hello !

    Did someone put a game on the Appstore since the 1st of may and the change of rules?

    I read in the gamemaker, stencyl and gamesalad forum that all the app are rejected for the moment because of the UDID things (don't know at all what it is).

    So i wanted to know if someone had that with C2, or if we have to expect to have that pb.

    (maybe it's more something to see with Ludei ?)

    By the way, another question as i'm here : doing an hi res app is a obligation now. So is the better way to do a 2024*1536 scene in fullscreen scale ? (in the case what do i need to put in the retina option ?)

    I'm asking cause it will be a big memory pb.

    I thought of doing a smaller scene, and play with the size of the sprites, to have a double size, but this trick doesn't work with tiles (cause they have a fixed image size)

    Thanks !

    :)

  • The only limitations i have in doing a big game with C2, are the devices i target (ios android), and so the use of ram, not due to C2, but for example Ludei who is late to update in the memory managment.

    (even if it would have been great to have a system like in Stencyl for example, to deal with different graphic size)

    Otherwise, I think C2 has no limits, in therm of "size" of game.

    I personnaly love that software, but because that memory can't be managed on mobile devices, i think of changing for the moment, since Apple forces dev to use hi-res graphics :)

    But if it's for a web or pc game, no limits to my opinion, even if i suppose it's still important to optimize it at the max.

  • When it will be out, does it mean for example that the automatic layout by layout loading will work on our games for IOS and Android,as the custom loading screen ? If it's the case, it will be awesome for huge projects, like universal apps, since it's an obligation to support the retina display.