pyteo's Forum Posts

  • I think it's easier to just use a huge tiledbackgroundlayer rather than tiles as Construct just isn't really usable for large tiled games. As an example, level 1 of my game was originally meant to be 205x57 tiles of 32x32 each, totalling 11685 tiles. Instead, I use a tiledbackgroundlayer of 6560x1824 px. Even with sprites of 64x116, it still only uses approx 66MB VRAM.

    The idea here is to avoid tiles, look at the Rayman images....

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  • 4 different objects at 256 x 256 take up less vram than 1 object at 512x512?

    That just doesn't add up unless the big object is not exactly 512 x 512, or your video card doesn't support it. The latter being the most obvious of course.

    You're wrong, that only works in theory:

    1st cap: 4 images 256px

    <img src="http://img11.imageshack.us/img11/6536/cap1wc.jpg">

    2 nd cap: 1 image 512px

    <img src="http://img196.imageshack.us/img196/9986/cap2rq.jpg">

    The four images take half the vram of the large one. Not to mention the first cap loads faster.

    I can upload the caps if you want...

  • I think what he's wanting is a plug that would automatically align sprites based on a center objects imagepoints from within the editor... doable without a plug via imagepoints, pv's, and set angle, at runtime.

    But here's the kicker, if said sprites are all power of two, there's really no gain in splitting the image up into smaller pieces.

    That right what I was asking for.

    But I disagree with you. In Yokai I have lot of small assets, all 256px, and the game only uses 50mb of vram, but as soon as I import larger images, even if it's only two sprites of 512px, vram increases drastically. Construct handles better lots of small images instead of few large ones, it's not the same thing.

  • Have you seen the Panel object? Is that what you mean?

    In the panel object you can only import one image, right?

    I mean import several small images to make a big one...

  • Have you seen the Panel object? Is that what you mean?

    Panel object?

    Let me check that...

  • Hello guys,

    Please take a look at these images from Rayman Origins:

    http://www.thetanooki.com/wp-content/uploads/2011/06/RaymanOrigins_PreE3_HD_Fakir.jpg

    http://www.thetanooki.com/wp-content/uploads/2011/06/RaymanOrigins_PreE3_HD_Underwater.jpg

    That's the native resolution of the game, and as you can see , there are no tiles, and they're using huge art assets.

    Of course we all know that the art assets are made using sliced sprites of a bigger image. It's possible to achieve this result in construct, but it would take forever to place all small chunks in the right place in something this complex. This is when I had this idea for a plugin, more specifically, an object.

    What if construct had an object in which you could specify a grid of sprites (128x128 for example)horizontally and vertically, then import a single image to each space of the grid? The advantage would be to move, rotate and scale the object like if it was a single sprite.

    Take a look at the example. Am I the only one who finds this very useful?

    <img src="http://img41.imageshack.us/img41/8995/constructplugin2.jpg">

    <img src="http://img806.imageshack.us/img806/7394/constructplugin1.jpg">

    And it doesn't look so complicated to create as a plugin... I think

  • Sounds and musics can be included as resources.

    Can you explain how to do that? I've serched the wiki and there seems to be a resource tab which my installed version doesn't have... I'm missing something right?

  • Hey guys!

    Is there any way to hide the files in the game folders? Mainly sound effects and musics...

    Or some way of disguising the file extensions?

    Thanks;)

  • > Great game! I love the art, the animation, the character design... it's gorgeous!

    > I got a bit put off by the music and the sound effects, though. It makes sense with the gameplay, but I expected them to be more... mystical or something with that autumn/reddish ambient ^^

    >

    yeah, I kinda agree.

    still fantastically fantastic tho

    Thanks for your feedbadback guys.

    The game is in an early stage of development which means there's plenty of of time to change things and listen to people's opinions.

  • And another Yokai video: http://vimeo.com/23826014

  • hmm...do you have version 1.0, or were you one of the ones who got 1.1 to install and not give you problems? I just tried it with my copy and it works. I hold down, and hit jump, and they fall through.

    I downloaded it today from the main download page...

    It doesn't work even in new caps

  • I can't manage to fall through platforms in Construct Classic, is it a bug?

    Anyone tried this in the last version?

  • For fun in construct.

    I did this as an excuse for my first pixel art stuff

    The original resolution is 320 X 240, it's zoomed via events.

    <img src="https://lh3.googleusercontent.com/--Xznyn4RiD8/TcxPX8zvGWI/AAAAAAAAAFM/g1ngGIuHon0/Untitled-1.jpg">

  • > I'm currently making a level editor and I have no idea which is the better way to save/load created levels.

    >

    > That would be a great tutorial: A simple level editor with save/load features

    >

    Take a look at this http://www.scirra.com/forum/viewtopic.php?f=8&t=1721

    Thanks a lot Jayjay, just what I was looking for

  • I'm currently making a level editor and I have no idea which is the better way to save/load created levels.

    That would be a great tutorial: A simple level editor with save/load features