lemo's Forum Posts

  • +1

  • It's a behavior dude, try the behavior folder ;)

  • Yeah I'm interested as well in making "tools" for games directly with C2

    I made some "image editing" tests the other day as I was thrilled to discover you could export transparent pngs with the canvas snapshot

  • Thanks!

  • I support this, whether it's finding references or something else!

    On a related note, it would be handy to have a display of the number of lines/actions in addition to the number of events, so you may eventually check if the number stays unchanged after you delete something

  • Sorry I won't to help you with the math because I suck at it ;)

    But you can try that link as a neat alternative:

    EaseTween

  • Edited HEAVILY the post above, which was my first post ever on the forums.

    The thread was originally about the first version of Game Of Orbs, an now also includes Glitch Craft and Planks Vs Zomblitch, with a lot more details about the games.

  • Thx for considering the option Ashley!

    About the cross-domain stuff, I'm using a php proxy script hosted on my domain, to which I'm making request to access external data. Now this would probably work locally if I could set an Access-Control-Allow-Origin to my domain and the proxy itself, but I'm using a free hosting for this project, and unless I missed something, I doubt they allow to change the setting somewhere

  • I read that page a few times already

    The resources are not located on my own server

    so I can't change the Access-Control-Allow-Origin

    (I'm totally allowed to load them though)

  • I'm not developing for mobiles just the standard hmtl5 to server stuff

    Most of the times I'm using the preview for the game mechanics for sure, it's just the communication/network features that concern me

    For example how do you deal with projects that rely heavily on external sources when you're stuck in the preview with cross-domain restrictions?

    I had that project where the player avatar itself and its animations had to be loaded externally and I never found a way to do it with the preview.

    And that also concerns corrections for small bugs that happens from time to time when the game is live, after a player report, where you would just want to export the script with that tiny piece of event you changed, instead of the whole graphic pack

    Anyway, I tend to consider html5 games not like finished boxed games, but rather like websites, constantly evolving where you can just update a piece if you like, and where you can deploy a change just as fast

    I don't know if everyone else export their games a single-time-once-and-for-all, but if they don't for whatever purpose, as long as the export may happen several times, there's still room for optimization IMO when some part can be exported only once instead of every time

  • So I have this issue since the beginning, and it's a pretty important one to me...

    When exporting big projects, it can take ages to recompress the graphics and compile the script. And because sometimes previews are not enough, I often need to export after small changes to test a feature in-context, for network-related constraints or other things.

    For the moment I've been using a workaround, but I'm a bit tired of it

    Before each export I need to set the PNG recompression to "none", and because 8bit PNGs are not affected by this setting, I set everything in the project to 32bit, then manually some of them back to jpeg, then back to the export window...

    (Not to mention the mess with the exported pngs that I have to remember to recompress later)

    Now how about PARTIAL export, where you can choose what you need to export

    to speed up the whole process

    <img src="http://i.imgur.com/GTMtXxs.png" border="0">

    I the case mentioned above, I generally just make changes to the event sheet, so why would Construct have to re-export the images every single time?

    Here you can choose the standard "Full export", or export your "Script only" if you just changed that.

    With the "Automatic" mode (which I don't need as urgently!), C2 would register each time the image editor is accessed and add that sprite to the list of media to export, along with the script if it was modified

  • Link to .capx file (required!):

    Not gonna upload a heavy png loaded capx but you get the idea

    Steps to reproduce:

    1. create a sprite

    2. set to PNG-8 for export

    3. choose PNG recompression "none" at export

    Observed result:

    PNGs are recompressed

    Expected result:

    PNGs are not recompressed

    Browsers affected:

    unrelated

    Operating system & service pack:

    win xp sp3

    Construct 2 version:

    119

    Note: I'm usually recompressing the pngs, this is mainly for temp exports

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  • Haven't tried them, but rexrainbow did a bunch of plugin to deal with timing and sequencing stuff, like this one

  • Hey that's an interesting idea

    I wonder if that's possible or if that would add extra load to the engine

    Also you could have less sheets, filled with a lot more images and no blank spaces ;)