izioq's Forum Posts

  • TONARI is a short & fun puzzle-platformer with naive minimal art & soothing music where you need to collect sparks to reach the next level.

    You can download if for free here: izioq.itch.io/tonari

    Download for free the looped soundtrack: izioq.bandcamp.com/album/tonari-soundtrack

    No need to say here that, even if it's a simple game, it was a lot of work and I'm really proud that I finished it from A to Z

    I would be more than happy if you could download it and give me some feedback here. Many thanks in advance!

    izioq

  • Wow, that's excellent congratulations!

    Personally, I still havent found another game engine that covers my need like Construct Classic... I guess I need to dig more but I really find the way CC works clear and effective. For instance I've tried Game Maker and I found it really messy.

    I'm about to finish my first mini game & I'd like to share it around for free but I'm wondering few things if I may ask you:

    1/ when I launch it on someone else computer, the antivirus doesn't like it and you need to turn off several notification to let the game starts... is there any way to avoid that because I don't want people to think there is a virus in my game.

    2/ How can you manage to be sure that people have the right DirectX version or to encourage them to install it if needed? Because I don't believe people will take the time to install it just to play my mini game... Or maybe I think too much and most of people have the right version already on their computer...

    Anyway, congratulations again and long live Classic Construct haha

    Take care!

  • Alright I get your point, thanks

    Even if today's computers are more powerful I'll try to "save" performance as much as I can.

    I take this opportunity to thanks both of you: all the knowledge you left here and there within this board is hugely appreciable: thanks guys!

  • Thanks you so much R0J0hound !

    So I guess I'll go with few 1400x1200 sprites in each level then.

    Thanks again

  • Would be glad to read the opinion of some veterans R0J0hound Jayjay

    I've read the post of Ashley about optimal sprite dimensions but it is about Construct 2 so I guess it's not the same...

    " There are only two guidelines that are important:

    1) Keep all images under 2048x2048

    2) Use power-of-two size textures (32x32, 64x64, 128x128 etc.) for Tiled Background objects only - for sprites, the image size really does not matter. "

    Thanks !

  • Hi guys!

    I know this is a classic (no pun intended) question but I've been looking everywhere within the Classic Construct forum without finding an answer.

    I understand the principle of optimisation and the use of small parts to compose a bigger image instead of using 1 BIG sprite, that's fine.

    However, I would like to know if it is still possible to use at least few big sprites in every level ?

    Or is it a red line to never cross?

    I'm working on a PC game and I really would like to use at least few big sprites in every level.

    For instance, 6 or 8 sprites in every level going from a 600x600 pixel size to 1400x1200.

    • almost all of them will have no animation at all.
    • and the few animated one will only have a 2 images animation (600x600 + 600x600)

    Do you think it will really be a concern or is it acceptable?

    Many thanks for your help!

    izioq

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  • Hi!

    I'd like to try to make a demo (to say it short if you don't know what it is: kind of a video clip music but in real time) using Classic Construct.

    So I need to sync perfectly each event to each part of the song.

    That's ok.

    However I've read in some topics that there could be speed issues depending on which computer people will run the .exe... so my animation could be desynchronised.

    I'm not a coder nor an expert and I wanna try to do it for fun but I need to be sure that my demo will be the same & work on every computer... or at least on any "decent/casual" computer from nowadays ^^

    So what are your thoughts about that & how could I be sure that my events will be sync with the music on any computer?

    Thanks for your enlightment

  • Thanks

  • SoldjahBoy I'll do mate !

    99Instances2Go : many thanks for taking the time to creatre a cap, that's cool! Unfortunatly it doesnt work because the blocks still have the "solid" attributes and that's what drop the performance down. But thanks again!

    // izioq //

  • Thank you very much, I'll check that asap

    Have a good day!

  • Your solution with a larger "invisible" mask sounds like a good solution to try, thanks!

    But to improve myself I would be really glad to know more about your array solution as I don't understand now how arrays work.

    So here is a link to DL a simple cap (because of my limited account you'll have to add the https : // before) = drive.google.com/open?id=0B3YMYyFd_M6dQURiWDJURjdWU1E

    If it's not too much to asked it would be very cool if you could implement your array solution in this cap and send it back

    (in this cap there is no lag or drop performance because I've really just add the blocks with nothing else)

    Thank you so much in advance mate!

    // izioq //

  • Thanks SoldjahBoy !

    I'll post a cap later when I'll be at home.

    In fact I've talked about a spaceship and asteroids just as an example but it is a bad one because asteroids could be random. But what if, for intance, I want to make a platformer with a lot of single blocks everywhere in a big layout and the player has to jump from one to another, horizontaly, verticaly, to navigate all around the layout to collect keys (for example) etc. = so I need a "fixed" and designed level (not a random) with my keys, enemies, etc. on precise location, etc... but if I put blocks with the solid attribute everywhere, the game will be horribly slow and have lags... how can I manage to make solid blocks with this example ?

    Again : I'll post a cap later but maybe you get a better idea of the application of my idea with the platformer example ?

    Thanks again, cheers !

    // izioq //

  • Thanks for your reply!... but :

    1/ after writing the "'pick nearest astroid to the ships position' combined with (and in that order) a condition 'is colliding with ship'" what is the "then" that I should write in order to prevent the ship to pass through the asteroid ?

    2/ I'm pretty sure (I've read it somewhere in old posts here) that a lots of solid objects could drop performance drasticly: and when I unchecked it, everything runs fine. But there must be a trick somewhere ? Like, if I'm doing a platformer with a huge level and many blocks that should be solid in order to let the player walk on them, how am I supposed to do so?

    [EDIT]

    it's definitely a "solid" attribute issue because when I unchecked it, everything is smooth with good performance even if (as you said) " on coliision with astroids', you wrote a program that loops trough each astroid and checks if it collides with your ship. And thats a heavy calculation, for ALL hundreds of astroids. "

    I'm stuck there...

  • I'm running through a really noobish issue and I'm digging the forum since hours without finding a solution to my problem

    I always thought that you had to put the attribute "solid" to an object if you dont want your character to overlap or go through it and it worked... until I put hundred of objects with the solid attributes in a big layout and it drops horribly the performance.

    So I guess it's not the right way to doing it but I can not find another way.

    Say, as an example, that my character is a space ship with the 8-direction behaviour and it is flying through asteroids field = how can I make those asteroids "solid"... without using the solid attribute ?

    Thank you so much for your help, there's something I'm missing here!

    // izioq //

    P.S: the "bounce" event of the 8-direction behaviour is not a good answer... because it makes the player "bounce" and not stop, like with the solid attribute...

  • Thanks for your quick reply I'll check that !

    However I would be very glad if someone could help me regarding my question about sine behaviour because I really would like to know how to solve it as well.

    tulamide any ideas ?

    Thanks!