Ldk's Forum Posts

  • I second Kronar

  • Yes. A reference window would then work. It can call the currents objects animations. Basically all i would like is not to close my event to go look at the animation names.

  • Cool. Will do.

  • Good Job!

  • spy84

    My biggest challenge was not turning 3d models into 2d sprites. It was doing it correctly.

    Example. You have a jump animation. All together the animation uses 100mb of memory due to the huge amount of empty space on the PNG file.

    So you click Crop image in C2. Now all of a sudden your animations are all jittery. The character hops around on the screen due to misalignment after doing the cropping etc.

    The tutorial i had in mind of doing is showing people easy and effective ways of overcoming those snags.

    Using this technique i managed to cut 950mb memory usage down to 502mb.

    The tutorial wont teach people how to model or animate. Simply to demonstrate tips and tricks for getting them into the game properly.

    The other point would be to show how animation transitions would flow into each other.

    This will be applicable for any 3d software pushing out PNG files.

    I know all this stuff is pretty logical but i searched everything when i started and couldn't find any information on those 2 specific issues.

    I figured sharing this information could save others a lot of time.

  • Nice. I like their approach to it.

  • Go look at Broforce. They are using more than 12 famous characters. I guess the trick is too not name them accordingly even though there is a resemblance.

  • Hi.

    I'm curious if anyone knows of any C2 games that looks good. By that i am not referring to pixel art. Smooth animations and decent game play.

    I don't have anything against pixel art. I would just like to see anything other than pixel art on C2 games.

  • oooo goody. Thank you. Learned something new. Can put it to good use. Less events

  • Im curious what animation strings and variables do you add under set animation etc.

  • Oh yes and also a better Sprite manager toolbox.

    All those floating windows are unproductive. Give us a nice layout containing everything.

    See screenshot for example.

  • It would make life a lot easier if you could pick the animations like a drop down list. The same way you do when you chose variables.

    Example if you have an event and you wanna say set animation you have to manually type the name.

    I have 28 animations for just one character (which is getting more) and it becomes a real time waster having to close the event cause you cant remember the name of the specific animation then having to open the sprite to look at the animation list for the correct spelling etc.

    That's just one character and other enemies have different animations.

    It would save a lot of time when working with large amounts of animations.

  • Hi.

    My biggest struggle when starting was finding information on an effective way of taking 3d assets and turning them into sprites with the appropriate animation transitions. It took me a while to figure out at which points i needed to start and stop animations to make them blend in smoothly on 2d sprite sheets.

    My question is if anyone would be interested in seeing a video tutorial going through the snags i encountered and tips n tricks workflows to make life easier for anyone using 3d software for asset creation.

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  • Ok cool. Gives me some peace of mind. Thank you

  • Hi.

    Just curious if anyone has ever run into a situation where there are too many events?

    Im currently on 250 events and was curious if i could run into limitations at some point.

    Thx