morgandalf's Forum Posts

  • 12 posts
  • Hello people. Hope somebody can help me.

    I just have problems where I didn't have before. Last year I create a native apk (not signed) for the birthday of my daughter and I use Intel XDK to create the apk. I remember I had some problems that I fixed using the oldest Cordova CLI version (I guess it was the 5.1.1) unchecking some plugins (don't remember wich of them). But what I find now is that can't use this version anymore because this version has been deprecated. So, when I try to build my apk with the other versions it works and I get the apk files, but when I try to open in the tablet it says "error de análisis" that it means something like analysis error.

    Tablet Android system is 4.2.2.

    I allowed my tablet to download from unknown sources (I had to do last year also).

    I download the newest Crosswalk Runtime app.

    Don't know what to do!!! Any information you can give to me will be great! Thank you

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  • Knifegrinder

    I hope you're better! Thank you for your quick answer and I will be expecting for your release even if I can't download games that are made with C2 (I have a Samsung GT-S5360 with Android 2.3.6 and any of the games that are in the post "C2 Games on Google Play Android Market" works on my device). I will use some friend's phone.

  • Hello everybody!

    I want to publish a game on PlayStore. I'm new on C2, so I didn't finish my first game yet. Are you saying that I can't manage more than one layout per game???

    Knifegrinder

    I see in your post from February that your game Clyde it was almost ready. As I see in your last post, I guess you didn't publish yet, isn't it? Some tips?

  • Cool. Will you also do it for Android?

  • I have a Samsung GT-S5360 with Android 2.3.6. I'm trying to test the different games made with Construct 2 on my phone. I look in the forum the topic "C2 Games on Google Play" in "Your Creations".

    I can download them but when I want to play it's always problems. Most of them remain for a long time showing the logo of Cocoon js, till I'm get tired.

    It's something about the Android version of my device?

    In one of them the info of the game says: Android version 2.2 or higher.

    For exemple, I can play at "Cut the rope". On the info of the game says: Android version 1.6 or higher.

    Somebody can give me some explanation about it?

    Thanks!

  • Yes, with Flash Professional you can do the same procedure you explain. It's good to know this different ways to do it. Maybe it could be helpfull in the future.

    I'm really in the beginning of my project (interactive book for children), but if some day it become real I will let you know... For your curiosity.

    Thank you BluePhaze!

  • Ok, thanks

    You know, I'm using Flash CS6 to design my sprites. I don't know if you worked with Flash sometimes, but the way that Flash export the images as Sprite Sheet is quite bad. Leave too many blank spaces in the edges. Flash generates disordered sprite sheets.

    My procedure is to export from Flash my animations as a png sequence and import to C2 as a frames. Doing this procedure with the project I'm testing now, I can see that C2 (when export the project) generate sprite sheet for every object, as you say. But this sprite sheets are disordered because the different images of the animation have different sizes.

    When I import an sprite sheet to C2 I have two options:

    1. Import an sprite sheet where all the images have the same size. Like this, after I can cut in e.g. 3 columns x 4 rows. Of course, to do this, first I have to transform, in some way, a disordered sprite sheet into a ordered sprite sheet (same size in all the images).

    2. Import a disordered sprite sheet and cut the image that belongs to the frame. And to this for EVERY frame!

    Doing in my way I only need to import png sequence and after crop the images (as a recommended practice). If this procedure doesn't affect the size of the project, in fact, in the end the result is the same.

    Sorry for my long explanation...

    In conclusion:

    What do you think? It's better if I continue with my way of importing?

  • Hello everybody.

    I did an experiment with the way importing images.

    Project 1: I import 4 different frames (png files) as a single images to the edit image menu. After this, I export the project 1 as html5 website format.

    Project 2: I import an sprite sheep (png file) that contains the 4 images in one file. I split the image in 4, then C2 generate the same 4 frames as before. After this, I export the project 2 as html5 website format.

    When I enter in the images folder that C2 generates for the Project 1, I realize that the 4 images were created as a sprite sheet! It's the same that I found in the images folder in the project 2.

    This means that C2 automatically generate sprite sheets for the single frames?

    This means that the way I import the images doesn't affect the size of the project?

    Thanks!!!

  • Hey I'm doing the same as you. I do the design in Flash Professional CS6 and after that I export to C2. The same as you, my characters become crop. Then, with Flash, I choose to export as PNG sequence. With C2, I go "edit animations" and "import frames". After all this, I crop all the images and this is nice because reduce the size and mantain the origin point. This works for me, even if it's a longer procedure.

    I explain to you all this because I want to ask you something. I hope you know the answer.

    Do you know if with the way I do it I use more memory than with your way? I mean, when you import a sprite strip, finally you get the same amount of images in the editor than if you export every image. I'm a little bit confuse with this, because I read in some tutorials that's better to import sprite strips than single images.

    Otherwise, I will take a look to your link.

    Thanks

  • Ok, thank you both.

    -Silver-

    Sorry, I have a limitated vocabulary in english. With animated parts and quiet parts I wanted to mean that if I have a character and the only part that's animated is the arm, I create 2 different sprites: one for the arm (animated part) and other for the rest of the body (quiet part, or maybe better to say static part or not animated part). I did it and the memory use decrease a lot as I want.

    Now, knowing that images takes a lot of the memory, I will try to use as less as possible and scale them into the 2^n size. But let me ask you a few questions (I'm new working on computer):

    A good practice when I export an image it could be that I adjust the size in the "edit image" dialog and resize it to a 2^n size pixels?

    This means that I have to try to resize my images (both width and height) close to 8, 16, 32, 64, 128, 256, 512, 1024, etc.?

    Then, I guess the following numbers are valids image sizes:

    • 256 x 1024
    • 1024 x 64
    • 32 x 128

    Thanks a lot!!!

  • Thanks

    Then, if I have understand well, when you use CocoonJS to deploy your app, the size of the project always increase. This is because in CocoonJS the textures must be 2^n sized.

    Please, correct me if I'm wrong... C2 allows you to crop the images to save memory, but if you want to upload your creacions to the market you have to use CocoonJS (considering it the best option to do it) that makes your project considerably heavier. Maybe in a ratio of 2:3 or 2:4, if you are using lots of images.

    It's like this?

    Otherwise, I split my characters between animated parts and quiet parts and I delete some frames doing the animation less detailed. This changes reduce the size considerably and it still work well.

  • Hello everybody. I'm new in C2, then first thing to say: Congratulations for this nice program and I'm so happy to see the big community that already exist. It's very helpful all the information that you can find. Great!

    My problem is... I'm using the trial version. And I'm trying to make a interactive book for children with lots of animations. Then, I'm using Flash Professional to design my characters and their animations. I'm exporting my pictures as .png to animation frames in C2. When I already export all, I crop the images.

    For the first scene I have 4 characters and the background. For being animated, they use around 600 frames. The biggest character sprite is around 270x300. The memory use is 74 mb! And the approx. download is 6.6 mb.

    I was wondering:

    1 - 6.6 mb is the download size? I mean, hypothetically, if I publish the project as a native app, this will be the size in mb of the app? Or the other (74 mb)?

    2 - Am I wrong using C2 to create a interactive book? I check on google play how big it is a interactive book and the approx. size it's 40-50 mb. Knowing that my book wants to have 23 pages-scenes (not all of them with so much frames per character), if I suppose all the scenes with the same size in mb (23x6.6), my app will have 151.8 mb. This is not so smart according to the market app. Or am I wrong with some supposition?

    Some suggestions?   

    Thanks

    P.S.: Sorry for my english!

  • 12 posts