Joannesalfa's Forum Posts

  • digitalsoapbox I think you don't understand how Spriter works.

    Spriter is almost-frameless animation editor can save JSON or XML data in export to manipulate position, scale, frame, etc. when it's exported, sprite sheet is small and simple because it has 5 parts of graphic thanks to C2 editor, BUT depending on the video game design.

    If we use rendered frames by 3D like rotating cube in isometric in Spriter, it doesn't make sense.

    There an interesing point about different angles in sprite sheet could reduce size thanks to Tangram logic, we will see what happens.

  • czar It's your design. Every sprite sheet must be power of two.

    You should adapt a form as background image in one frame, then use sprite font like YES, NO you could save a lot of memory.

  • digitalsoapbox I think he's not talking about runtime, it's about sprite sheet design.

    Spriter is irrelevant here, it's not related to Construct 2. However Spriter can handle million of animations, but it's not related to sprite sheet.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Kronar You DON'T need to change origin, the raw animation, for example, its original size like 150 x 150 including margin. Import all frames once time, then click shift + click on crop icon. It's flawless.

    They would like to see your games with "Quality" they would reply you, otherwise, they ignore games without "Quality"

  • I would agree with Kronar's idea about rotated sprites in export, I'm not sure Scirra team would change it.

    Kronar It doesn't affect jitter on animation movement like original if we did a proper method, I had a solution, first off, import raw animations with empty spaces (eg. margins and padding) then shift + click on "crop" icon and then right click on animation list, "Preview" the result is same as original, not jitter.

  • I'm developing an interesing game, it will be released in short time, this development has been started since 4 months ago, I will make a thread

  • Sure is a lot of white space in the first image.

    Those were not cropped before import?

    As to the duplicates, I think that depends on how the texture is added.

    Also, not sure if he can even do rotations. Surely it can for webgl, no idea for canvas2d.

    Yes, there are a lot of white space but judging to different result from Texture packer, the angles are different.

  • From R0J0hound's method:

    ->System: Start of layout:

    NodeWebkit: show save dialog (accept ".png")

    ->NodeWebkit: On save dialog OK

    Browser: Execute javascript "var fs = require('fs');fs['writeFileSync']('" &replace(NodeWebkit.ChosenPath,"\","\\")& "','" &Canvas.imageUrl& "'.split(',')[1], {'encoding': 'base64'});"

    I decided to modify it without requiring a plugin

    A snippet:

    "var fs = require('fs');fs['writeFileSync']('" &replace(NodeWebkit.ChosenPath,"\","\\")& "','" &CanvasSnapshot& "'.split(',')[1], {'encoding': 'base64'});"[/code:323zshco]
  • krish Thanks for your interesing, we love open world games that require object management as culling to save performance like AAA games do.

    Let's wait to get more people to join this group and I will invite you (Use Trello for better organization and reference.) You should consider register Trello https://trello.com/ , it's not useless and annoying, we use it for video game planning and production, it was useful. Sometimes chat doesn't help due lack of organization. Maybe we can wait until 2 weeks, I will PM you.

    my regards.

  • Beaverlicious No, it is not 3D.

  • Hi guys,

    I'm looking the developers who have experiences using C2, I would like that we share our knowledges how to develop occlusion culling for C2, when we found the good results, the research is over. We prefer to stay our own source, not as public.

    Reward: Occlusion Culling for your future projects.

  • I've exported my medium game, I've checked images folder and I found some sprite sheets are 2048 x 2048, is acceptable?

  • GEEKEV Wrappers come with HTML5 technologies may be heavy, there no way to exclude one of the libraries, If you want very small size of APK, you should consider programming with Java for Android instead of HTML5 that you can control the libraries.

  • Can you upload a .capx to see the problems?