MPPlantOfficial's Forum Posts

  • Here is the link for the behavior(GOOGLE DRIVE)

    https://goo.gl/m1xyZe

    Hi. You have link to C3 version?

  • hi everyone. is this behavior available for c3?

  • Do you mean Spriter? That was a one-time purchase and will include a free upgrade to Spriter 2 once it is released.

    Sounds good. Thanks.

  • what happened to email notifications for threads I am following I am not receiving any.

    also, what about post preview? will that be restored?

    Hi KenyonB I saw you in the Spriter forums. Is the program a lifetime one time purchase or subscription based?

  • MPPlantOfficial

    Regarding the Mobile Build Service, as what I've understood from Nepeo. There should be no build attempt limit, and the mobile build service is a built-in feature included in the Construct 3 Subscription.

    Although there is a Mobile Build Service size upload limit.

    Previously::

    +Compressed : 500MB

    +Uncompressed : 500MB

    Currently::

    +Compressed : 1GB

    +Uncompressed : 1GB

    Sounds good then...

  • I've increased the max size to 1GB for a trial, so please try out your project and let me know how you get on. If it turns out we can't keep up with capacity here it could cause issues so I may have to reduce this, but I expect the average project size is still going to be below 100MB anyway.

    Let's see how we get along anyway!

    Sorry to be asking this here but is there a limit to how many build attempts you can make with this subscription service?

    I wanted to ask the OP personally but there doesn't seem to be a message option on this new site.

  • > Now it's completely gone :(

    no it's not, the release page is still available

    Inaccessible as of right now. Also where's the tutorials section?

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  • What folder did you put the audio files in?

    Audio not playing from the 'Music' folder has been a problem several years ago. Probably still not addressed to this day. I put all my audio files in the 'Sounds' folder now

  • I think this is true if you want your images to look better on a higher resolution screen.

    For example, let's say you make your game for 1080p screen and put two identical images on the layout - one is 500x500px resized down to 250x250px (resized on layout), another 250x250px (real image size).

    On a 1080p screen both images will look the same.

    On a 4K screen the first image will look slightly sharper than the second.

    But it will also use much more memory.

    I see. Thank you for clearing this up.

    Question now is, will the size reduction/scaling apply for both 1st and 2nd cases in the op post?

    Given both have same source images, one is scaled down in Sprite menu, the other is scaled down in side bar

    EDIT:

    When you scale down images in Sprite Editor, you reduce their quality.

    When you scale down images on the layout, you also reduce their quality and wasting video memory.

    So to my understanding, I should continue reducing them in layout to keep that sharp look for both small and large screens?

  • I think the best practice is to target one screen resolution (high enough, but not crazy high) and prepare all images for this resolution.

    So you export images in the correct size from some external program, import to C2 and use them without scaling.

    When you scale down images in Sprite Editor, you reduce their quality.

    When you scale down images on the layout, you also reduce their quality and wasting video memory.

    This was what I did when I first started but I noticed a decline in quality of the actual game on a phone with unscaled images compared to shrunk images.

    I found a quote by Toby that one should export images at 1-1.5x the size of your target resolution and have gone by this rule ever since.

    Can anyone confirm this?

  • I know that as a general rule, you'll want to keep image quality higher than what it's gonna look like in game particularly for Non-retro look integer scaled projects.

    In my past projects I resized the images on the outside (CASE 1 in picture below)

    This is a pain that I had to apply this for every image since you had to adjust both height and width of the images and you can't simply scale using a multiplier (at least outside of the actual game)

    I just realized that I can to all my scaling inside the Sprite's menu (CASE 2.) saving me a lot of time instead of having to do the former.

    My question is, using the same multiplier (say 0.6-0.8 of the original size) can I expect the same image quality for both cases???

  • What exactly do you mean by "directional damage" ? Do you mean Knockback?

  • Look in your C2 examples folder. You will find circular platformer example in there.

    As for procedural generation there are many many ways.

    You can use:

    Every X seconds. Timer, triggering events...

  • Event 3: Change Set Width action to min(Self.Width+5,distance(cannon.X,cannon.Y,Mouse.X,Mouse.Y)), rather than Self.Width+5

    Thanks. I was gonna add 2 more events but didn't know you could simply clamp it like that