Kasa_On's Forum Posts

  • 11 posts
  • arcadesindo Do you know if this export method works with the "Folders" mode in C3?

    ("Flat" project mode will soon be deprecated.)

  • I've also seen some devs/users saying they are having an issue from a few years ago return, with black lines on the outside of the separate image parts from their texture atlas or images folder.

    There is a new setting in C3 you need to change. Click on the main Spriter object (the object where update the scon file/ set starting animation and entity etc.)

    Go to your Scml object > Blend Mode > change to "use effects blend mode". Those pesky black outlines should now disappear!

  • For devs/users saying spriter doesn't work, you should check out

    the Brashmonkey Basic Platformer Engine.

    https://brashmonkey.com/forum/index.php?%2Ffiles%2Ffile%2F120-basic-platformer-engine-for-construct-2-or-3%2F

    The paid version is well worth the price, but they also have a free

    essentials version you can check out.

    https://brashmonkey.com/forum/index.php?/files/file/121-basic-platformer-game-engine-for-c2-or-c3-essentials/

    Make sure to run Construct 3 with the following change:

    Go to Compatibility settings > Export file structure > set it to " Flat".

    (I can confirm the paid version works well in both C2 and C3 and you can learn a lot from it, particularly if you are a novice, if you spend some time with it that is.)

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  • Just a follow up on that last post...

    According to the C3 manual, it is advised to only publish C3 games using the "V-sync" option for Framerate control.

    I'm not sure why Spriter animation glitches are occurring at the end/last keyframe of

    animations in C3 as it is not an issue in an identical build of projects in C2.

    Anyway, there is a work around or two.

    One method is to duplicate the last keyframe in your animation.

    In your animation timeline leave a 100 ms between your last 2 (identical) keyframes.

    Then in C3 call your next animation 50ms before the end of the next animation.

    For example, use a fall animation called "Fall" 500ms long. Call your next animation, lets say "Falling_Loop", when "Fall" is at 450ms then call "Falling_Loop". ("Falling _Loop" can just be the same as the last frame of Fall for continuity.) That will avoid the last frame and the potential last frame jank that is happening with Spriter in C3 v-synced.

  • Just one thing I noticed: in my game, when I turn off the framerate modality: "V-synced", some weird very short glitches between the animations of the Spriter Object go away

    vurzu thanks so much for posting this, I encountered these C3 Spriter animation glitches about a year ago too. Your suggestion fixed it, cheers!

  • Thanks for your compliments/interest guys! :)

  • Sorry, the YT video didn't post in the original post...

    So here it is again! Have a great weekend everybody! :)

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  • Hi guys, we are a 2 brother IndieDev team called "Kasa On"

    We recently released our first game made in Construct2/3,

    "Game-Kun: Input Challenge".

    It's currently 21% Off over on Steam:

    https://store.steampowered.com/app/1283660/GameKun_Input_Challenge/

    Or...

    You can check out a gameplay video here!

    If you are interested in our other developments

    (also being made in C2/C3) please consider to follow us on twitter!

    https://twitter.com/kasaonideas

    Cheers!

    Mike :)

  • Thanks for your reply, I'll look into raising the issue on the suggestions platform in the near future.

    (Also a tiny dev team here with limited time/resources)

    Cheers

    Mike

  • Hi Ashley,

    Thanks for your reply.

    I can only ask that you might kindly reconsider the importance of the "Objects Bar"?

    (I feel like I'm working with one hand tied behind my back without it.)

    For Example:

    - On larger projects I feel that a separate Objects bar is quite essential for navigating

    game assets. It's not very user-friendly to have to scroll through every object in a game

    when there are large numbers (100+) of images/sprites in the project folder.

    - The objects bar allowed a user to see all objects on a "per layout" basis very quickly.

    The project bar, to my knowledge, does not allow for this functionality.

    This especially comes into play when a user wants to edit/update sprites or rename them on layouts

    that have many layers.

    For example; I might have all my layers locked and simply want to update some

    placeholder sprites without unlocking all the different layers and accidentally moving things.Being able to simply go to the asset in the object bar and click on it there is a very powerful/useful tool in this instance.

    -It seems rather necessary to me be able to see all the objects that are in a given layout exclusively of the other items in the project.

    (Removing the object bar seems a bit like removing the "tilemap bar" because all those sprites

    could be already available in the project folder.)

    I realise that on smaller (mobile etc) projects this doesn't pose much of a problem, but when creating projects aimed at console/steam/pc the removal of the objects bar makes things more difficult imho.

    Even though many people may not have noticed/complained about this feature being missing, please consider this:

    Do you think that the engine is more or less user-friendly/intuitive without the objects bar?

    I would have to side with less user-friendly compared to C2 currently.

    Thanks for hearing out my concerns and any consideration you can give to the matter.

    Kind Regards

    Mike

  • Hi guys,

    I am currently migrating from C2 to C3.

    However, one of the issues I have run into in C3

    is the apparent lack of the "Objects Bar/Tab" per layout from C2.

    I thought maybe I had closed it accidentally, but again I could find no option

    to restore it in the menu>view>bars group.

    Has the "Objects Bar/Tab" been removed from C3?

    (Currently I can only find the objects through the projects bar.)

    Thanks for any help in advance.

  • 11 posts