jayderyu's Forum Posts

  • Those questions mostly determine by the game itself. If your game is running at 1980x720, then you want large sprites. If your game is small res say 640,480 then you want smaller.

    However you can always scale sprites down. So bigger sprites are better. Then use a progam say GIMP, photoshop, Paint.net to rescale the sprites yourself.

    PNG is better most of the time. however if you can get source files to go along with them then that's even better. So if he uses Photoshop ask for the PSD files along with the PNG.

    yuv makes a good point. Rendering is best with bit sizes as mentioned.

    2048x2048 is the MAXIMUM size of most graphics card. Never have a sprite larger.

  • This isn't that hard, but does require some initial setup and decisions.

    Are you using some text object or are you using images. Maybe both.

    If your using images you should then use animations with the language support. Just change the images based on the language. Also do a section where players can change the language variables based on images.

    If your using TEXT. The best wave is to create varible JSON/XML files.

    I've done this once before so it's not that hard.

    I don't know any other languages so this is just a pseudo example.

    language.en

    HELLO : "Hello world!",

    TEST : "This is a language test"

    language.baby

    HELLO : "badagoboo",

    TEST : "pbbbbbbfff boodapoo"

    So no you have 2 language files.

    Through out your game set all your text objects TEXT var to your language variable set.

    Textobject.text = HELLO

    ok. Load your language string into the Dictionary plugin.

    At the beggining of a page loop through each text object

    On Start of Layout

    For each TextObject/SpriteFont

    object.setText = Dictionary.get( object.text )

    and now you are multilanguge

  • spongehammer

    ROFLMAO :D, your thread is now gone.

    Roccinio

    Actually back in the early days of Unity; no one would ever use Unity for a serious project. I remember looking at Unity long time ago when it was just a .NET 3D renderer. For the longest time Unity was only for the purpose of making quickplay games. Unity would never been used for anything deep or really good. but a test for Quake(i think) proved that it's fine engine. Then came along Shadowgun which pretty much tipped Unity from "toy" tool to a practicle game toolkit.

    C2 is in the same situation. What C2 needs is a couple of games showing that's it's a practicle game kit. Until then it's going to keep the same perception.

    But it goes to show that it's a perception. Now it's becoming standard that Unity is a good developer toolkit to make deep games. So now there is still no reason that C2 shouldn't be considered a full scale tool for deep games. Except for the perception surrounding it.

    In a year or two(maybe longer) people will start forgetting that there was the voice of "C2 is for toy games".

  • It's in the ribbon bar at the top of the tool kit. It's next to the Run button. It's a Bug image with a play arrow icon.

    If you don't see it. You might want to check your ribbon configuration to see if it's there.

  • NO, Physics in C2 uses Box2D which has it's own entire world. There is no way to effectivly way to mix, match or be selective. Physics has to be treated as it's own existence.

    The only way to do so would be to write a new Physics plugin that takes advantage of bitmasks with C2 Physics plugin doesn't :|

  • Beaverlicious ***** agree. If I had to choose anyone in the comunity it would be R0j0hound. :D

  • Colour cycling isn't as cheap as it used to be. Back in the day when colour cycling came around; it was created around a colour and memory limination. The games in question usually had about 256 colours and used a pallatte array rather the current system of RGBA.

    So with an array the colour cycling is by changing the colour value in the array and thus change the colour of all pixel with that array colour index. Nice, simple and cheap.

    But today that's not really case. We don't use the pallette array; we use the RGBA in memory. So to colour cycling requires some for of pixel xy manipulation. So colour needs to change each RGBA pixel, offloading this on the GPU however at least takes a large load off of the valuable CPU.

    So the best way is to use a WebGL shader. In C2 you can do this. It's an effect you can similar to a behaviour; except in teh effects list. So no new plugin is required.

  • nothnless

    There is nothing wrong with the export. The Exporting of a C2 game will compact all the animations into a space efficient spritesheets for use in a C2 game. These sheets do not require the image sprites to be placedin order. C2 knows where the animation for what frame is and where.

    C2 is not an art program, it is not sprite sheet editor, it is not an animation edit. It is a JS game tool kit. Which C2 does does fantastically well at.

    Sounds like the problem was an expectation that C2 is an animation exporter which it isn't.

  • I immediatly thought of X-Com or any game that would be global and position based on a glob. While you could use a standard flat map I think this script would be an interesting edge.

  • They already held a poll a number of months ago.

    scirra.com/forum/what-next-for-construct-2_topic50890.html

    though a new one would be nice now that about half of them tackled.

    I would like to point out that over all I agree that certain aspects of C2 are seriously needed over more exporters. However some exporters would certainly take precedensce. Any major platform such as WiiU,XBoxOne, PS4. Even with a small C2 users getting to use them does lead that these consoles have large dedicated fanbases.

    However there are other platforms like Tizen that personally are nice to have, but just aren't really all that a push enough of importance.

    Personally for C2 we really need modularity and an IDE repo/store for developers. While I've seen a creep of contenders for "killer apps" coming. Having these two features could seriously push the technology for more and faster. All while building a better foundation.

    However these two features are fairly deeply root in the main .exe file. So it's not something that might be coming soon, but it is coming.

  • awmace5

    You also have the option and my growing favorite.

    CLAMP( newvalue, minimum, maximum )

    example:

    Action: set global variable ammo with the line clamp( ammo - 1, 0, 100)

  • I've been champing this flag for about a year. There are a few other threads in regards to "modularity" around. However it's on the todo list, just very down there. I won't go into any more as I am emotionally involved and can go on very long discourse over it's use and exponentital growth of C2 that a modularity and an IDE asset repo/store would provide.... nuff said have a nice day :)

    scirra.com/forum/suggestion-a-call-for-modularity_topic79249.html

    scirra.com/forum/what-next-for-construct-2_topic66678_page3.html

    scirra.com/forum/leaving-c2-for-awhile-my-opinions-and-thoughts_topic82633_page3.html

    scirra.com/forum/suggestiOnEvent-sheet-for-objects_topic78780_page2.html

  • It sounds like and just a hunch. that your backups or autosaves are being put into one the of the C2 directories(as an example Files). IF this is the case then your backups will expoentially get larger as each CAPX backup is also storing the prior backup.

    Just hunch. Check over your back up directories. This might not be the problem at all, but the size growth seems to indicate some kind of duplicate backking up of some sort.

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  • It all depends on how often you need to access the CSV string. If it's a once shot here and there. Then just stick with Tokenat. If you need to itterate through the string in say a loop; and it's descent size string. Then you better off probably just converting the csv into an array.

  • There is an official announcment about this subject a number of times.

    It's on Nintendo's developer page regarding html5/Unity.

    wiiu-developers.nintendo.com

    "The Nintendo Web Framework is a development environment based on WebKit technologies"

    The answer is no. WebKit is so far been implemented as a 2D Canvas render. :(

    Also and I'm less sure on this, but it's likely that there is no Advanced WebAudio, just the basic audio player. For all we know the WiiU export could be as bad as CocoonJS until further notice :(

    If you can find it. Nintendo also provided an image displaying what technologies that there Nintendo Web Framework uses. I however have not been able to find that image.

    Since C2 is an JS export C2 can only be a %100 WebFramework game.

    I think there should be a top post thread in the forums regarding non PC hardware exports of what they can and can't do.