Miu3's Forum Posts

  • I always thought of what a great idea it is to be able to export the games in a desktop NW.js version so i can test it without any tedious uploading on some server and can send the file for friends to try out whenever i make any updates but it made me wonder why it has to create such a huge file?

    I mean, just by exporting a empty project it creates a folder that has 737 MB and just the win64 version from it has 134 MB...

    So my question is, will this ever be reduced to a smaller size?

    Or can i expect one day an alternative export option where i can open and play the game offline on my desktop without it being over 100 MB big?

  • link doesnt work

  • Source https://www.google.com/doodles/halloween-2016

    So i played this cute game recently where you draw custom shapes to defeat the ghosts and love the idea behind it so i wanna try make that in construct2. The poblem is, i cant figure quite out how to do more than three shapes that work. Got some ideas how to do it?

    The shapes i want are prettymuch same like in the game: horizontal line, vertical line, up arrow, down arrow, thunder and heart

    capx https://dl.dropboxusercontent.com/u/521 ... hapes.capx

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  • Hello

    I use Toon Boom harmony for years to draw and animate. With my current client i got myself to look further into its gaming feature that enables to export and use a coded version of the animations in Unity.

    Video explaining the game pipeline:

    Subscribe to Construct videos now

    Harmony Game SDK:

    https://www.assetstore.unity3d.com/en/#!/content/31211

    The program shows to use this SDK project file and a script that generates the coded animation.

    Its pretty similar to spriter actually but imports all the drawn parts into one single png similar to dont starve sprite sheet. I think such similar pipeline of toon boom harmony with Construct 2 would boost a lot of popularity and usage as both companies do design their softwares to be mainly user friendly and 2D oriented.

    My question is, what are the requirements to make this happen?

  • i would say that spriter is for a good price that can export pngs of the animations, animation sequences and even animations trough spriters plugin dirrectly into C2. Its probably the plugin and simple animation for good price that makes spriter unique. Its good to take a look at the official video tutorials. Spriter can be also used for making fast ingame custom characters with smooth animations trough few images. Another neat thing is that you can actually use spriter for creating complex animated object like a fireball that moves in spiral way or imagine a trap that would otherwise be tricky to make move trough events. Other programs dont have this advantage and can only export full png frames but may have easyer process of animating for now.

    https://www.youtube.com/user/BrashMonkey/videos

  • it seems dropbox wont let old files work which is strange since i never move the files for ages

  • rexrainbow , as always you rock! I just wish that those functions were somehow more integrated into the basic text object and easily accessible without the need to have a lot of different plugins/behaviors that use their own logic.

    I mean some basic formatting within the text object like ...[\b] or

    ...

    [\size] or ...[\color] or even [shadow]...[\] would really add some coherence to the workflow (forward slash is inverted for displaying reasons)...

    Anyway, I'm glad you are around though!!! Thank you for your amazing work!

    +1

    eeexagtly

  • They are acceptable , i said vector because after some research i saw that vector art is more smooth and more beautiful than pixel art. But any style is welcome if it does the job .

    oooh you mean that kind of vector. Normally that word is used when deciding on between vector or bitmap image format. I can tag along with your idea as graphic artist and animator if you want, if you are also willing to let me get a view of your part once in a while. You know, for education purposes if this should work. Do you already have some detailed plans or ideas for now about the project?

  • has been the store checked lately? I see multiple simple looking games with price tags for around ONLY 89.99 euros

    Shouldnt the prices be kinda fixed or something?

    example:

    https://www.scirra.com/store/games-with ... dness-1339

    https://www.scirra.com/store/games-with ... ender-1337

    https://www.scirra.com/store/games-with ... oting-1333

    https://www.scirra.com/store/games-with ... imber-1338

    https://www.scirra.com/store/games-with ... ender-1336

  • You want more work? Just go to upwork then. I get projects there so i can tell its awesome

  • would other formats be not acceptable? Like, png?

  • you could simply have a sprite on the main character like a zone of influence and when the enemy overlaps with it, it triggers the action

  • Miu3 , I agree with you, the text object needs a lot of attention and it should support a lot more features, like multiple charachter size, bold/italic/underline, per-line alignment, multiple colors etc.

    The typing effects further add to the user experience on the one end, while making the development part easier on the other end...

    Meanwhile, there are some behaviors made by rexrainbow that add some functions and enhance the default text plugin.

    Typing

    Text Properties

    Scrolling

    Thankyou for sharing, the plugin seems to have all the functions id like to see in the text object but this one requires a second plugin called timer to work. Not sure if this whole setup aproach is any easyer than just copying that code... which is what im going for, having easyer access to functions in the engine itself. Would be great for beginners too

  • I suggest you take a look at this https://www.scirra.com/forum/typewriter-text-effect_t63552 (found in FAQ )

    I did, which is exagtly why i intentionally already included the code from that example, but i like the properties on behaviors that give lots of quick options to adjust them so i thought it would be great if the text object had some enchancement like that as well with a type writer

  • I was wondering if this feature could be added to enchance the text object with using properties and actions that display the text. I would like to have a build in function that allows easylie tell the text object optionally to display the text by typing it instead of just instantly showing it with options like speed, typing by letters or whole words, that kind of stuff. I know some is already possible with code but it would be nice if it was more build in the text object instead of having ppl spend time figuring out the necessary code each time they want it in the game like rpg like:

    left(SourceText.Text, len(DestText.Text) + 1)

    It could really had been made easyer than that...