Jayjay's Forum Posts

  • Yes, I intended that C2 leaves expressions how you typed them, and only changes it if the object name changes to a different string (not the same string differing only by case). Do you think I should change this?

    Since C2 allows searching of an event list then it'd probably be helpful. Then they can find different expressions depending on certain cases (eg: Player, PLayer, one is the player object, the other is the layer the player is spawned on).

  • In Construct Classic, expressions will stay in the case you type it, so if you enter GoOdIe, it will stay that way. I guess C2 has this as well...

    Edit: Oops, looks like this has been changed, entering object names in expressions works properly for CC.

  • I made some improvements with the fibre brush , It looks a lot like the fibre brush from zbrush now.I also added another brush which has a 2.5d effect.

    This is pretty cool, are you thinking of making it into a full paint application then? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • This program is getting cooler all the time, thanks Chrisbrobs!

  • > To be honest I don't actually see much efficiency advantage over using sprite sheets. C2 can PNGCrush files to absolutely minimise the PNG filesize, and modern graphics cards can use non-power-of-two textures so split frames don't use more VRAM than a single sprite sheet, as well as being able to render 2D things so fast that there's nothing to be gained by rendering from one texture instead of many. So what other efficiency gains are you looking for by using sprite sheets?

    Huge difference when using sprite sheets. I can take 262kb of images, run them through a sprite sheet editor (I use my own) and get a 156kb sprite sheet. Then I run it through ImageAlpha and ImageOptim (both are Mac only) and get a 49kb sprite sheet. I just wipe off 213kb and my images look exactly the same as before. Now just imagine doing that to all your images. You're saving a lot of memory, faster loading times, and smaller executable. ;)

    I think what Ashley is getting at is that it doesn't matter how you import the images, they are stored in the capx file itself as PNG's, and instead use Construct 2's method of compression when the game is exported. It doesn't matter whether your sprite images have 1000 pixels of empty space on the sides or not, Construct 2 will crop and compress to the same size.

    Edit: I just saw that he was also saying that whether the animation images are seperate objects or a single large image, there is little to no performance gain either way.

    I would assume that drawing the seperate objects (of the same image as shown in the Sonic example), would actually draw faster than seperate animation frames, as the image raw data does not change as it is repositioned and sized on the screen.

  • AAAAAAAA

    A.......A

    A.......A

    The text object above.

    Unfortunately there are no special plugins to generate ascii/roguelike games like that. You should be able to make a map of ASCII using the Array object and a Text object though. Use numbers to say what kind of tile is in each cell of the 2D array and then place a corresponding ASCII character.

    I don't know how to randomly generate caves, but I might be able to make at least an example of static rooms for you if you'd like.

  • meh... old forums and cc are still better than this "pile of happiness"

    The people are still here, and CC is still being developed by the very kind members of this forum. All in all I'd say that there is a much better environment for new users than there ever was before.

    C2 may not look like much now, but everyone who purchases it is making an investment into what will probably be the best game creator around in a year or two. They seem to release a cool new feature every week.

    Please, ask if you'd like help, and be patient if you're waiting for answers. One of the many nice members on this forum will be sure to reply when they can.

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  • I use the 360 plugin in my game, but I don't use it for a platformer. I have also never used the built-in controls in my game (I use the custom movement behavior) sadly.

    As for custom controls, I think the input system plugin allows that, while doing this via built-in input plugins requires an event for each control, and then checking if it is mapped to an action.

  • I've seen somewhere that construct games only need d3dx9_something.dll and the xaudio one if you're using it, so we're able to make a setup containing only those? That be awesome.

    I don't think Microsoft allow the redistribution of just the dll files, I have no evidence either way, but it would explain why developers so far have only included redistributable installations.

  • These are pretty awesome, I was surprised how all of those examples were controlled from an array!

  • 40fps or above, on a GeForce G210(512MB) with a 2.8GHz P4 and 2G RAM.

    Pretty sweet, I'd love to see the math you've used to do this.

    As a test, it might be worth seeing if using 3D models with a box obj model instead is faster.

  • There's nothing worse then purchasing or even playing a free game just to find out it could have been optimized better.

    You're right, people would be upset they didn't pay for it <img src="smileys/smiley2.gif" border="0" align="middle" />

    Seriously though, every game can be optimized better, especially the ones you've paid for. They figure "Well, we could waste a weeks worth of budget to make it run on lower end machines, or we can encourage/force people to upgrade to newer hardware, at no cost to ourselves."

    Although someone making free games may not be paid for it, they would also lose valuable time making minor improvements most users won't notice.

  • Unfortunately Construct 2 is not compatible with Construct Classic in any way. If you'd like to use the Card Game object, you must use Construct Classic =/

  • I feel that Steve Wozniak should have soley owned Apple, and employed Steve Jobs, rather than things pretty much going the other way. Steve was a salesman, but Woz was the product.

    Still, I really hope Jobs doesn't die, he deserves his retirement years.

  • I have implemented adding an ID to all connections so you can check the ID on disconnect to remove a player

    YES!! Thanks SciDave! <img src="smileys/smiley4.gif" border="0" align="middle" />

    I was using a "rotating pool" of 4095 ID numbers stored in each clients global variable ID. This meant that a player who was AFK for long enough to have 4095 clients join and disconnect has the next player steal his ID =/