Schoening's Forum Posts

  • You're not going to be able to "pin" things with this method, its just not doable in perspective.

    By pin i mean that the whole Animation scene of the armor is placed on top of the Animation of the Character, and they move simultaneously

  • Uff..My topic just got deleted by accident...

    This is a 512x512 Canvas .png (ca. 16kb)

    <img src="http://dl.dropbox.com/u/53738503/BlenderSword.png" border="0">

    I started working with Blender now.

    1. Because i want to learn to model in 3D.

    2. Because it takes less time to animate in 3d with rigged models than it takes to draw in 8 perspectives.

    I want to create a Diablo2'ish look in my game.

    8 Direction Movement.

    Pin armor and weapons to the character.

    To get a flowing movement of my character, i need at least 5 pictures.

    <img src="http://www.fjasmin.net/walk_cycle_tutorial/large_Diapositive14.png" border="0">

    So 5 x 8 for my (Naked) character to walk in all directions.

    Other animations:

    1 Handed Attack + Block?

    2 Handed Attack + Block?

    Shields

    Bow

    Spellcasting

    Special moves that can't be done by speeding up the frames.

    And of course every Sword,Axe,Bow,Cape,Helmet,leg and arm armor, gloves and chest.

    x 5 x 8 x every attack animation.

    So the pictures to download grow quite a bit for every piece there is...

    The Sword Png from the start for example:

    16kb x 5 x 8 = 640kb

    (This is only for when the sword is equipped while walking).

    The Animation Below uses 16 Frames.

    <img src="http://bestanimations.com/Fantasy/Warrior-02-june.gif" border="0">

    16kb x 16 x 8 = 2048kb = 2mb !

    And that is for one sword / one type of attack.

    A whole set in 512x512:

    Character(Movement animation 640kb + Every Attack Animation 2mb x min.5)

    Head     same

    Chest    same

    Arms     same

    Gloves   same

    Legs     same

    Shield   block

    Sword    2mb

    Using the sword to calculate.. (an allmost empty 516x516 png)

    I got it to 67 Megabyte!!!?! Wrrahhgrrbl!

    Now taken. 512x512 is quite big.

    256x256 still looks good.

    128x128 is the smallest i can go before it ruins the look of this sword.

    (Keep in mind that it is uncolored)

    <img src="http://dl.dropbox.com/u/53738503/128Sword.png" border="0">

    67 mb   516x516

    /2

    33 mb   256x256

    /2

    17 mb   128x128

    Even with the 128x128 variant.. my game might still be 100mb < in png size alone <img src="smileys/smiley19.gif" border="0" align="middle">

    Taken.. i dont understand picture size very well.. when i rotated the 128x128 sword:

    <img src="http://dl.dropbox.com/u/53738503/128Rotate.png" border="0">

    I was 10kb, therefore larger then the 256x256 file <img src="smileys/smiley5.gif" border="0" align="middle">

    But this just means that it might be even larger..

    So.. anything to say? Any flaws ? Is C2 compressing image files?

    Should i lay down and cry ?

    Feel free to explain a bit about image sizes as well :)

    Edit: The Animated Knight is about 90x90 so 128x128 might work..

  • I didn't detect lag..

    Really cool game <img src="smileys/smiley17.gif" border="0" align="middle" />

  • The blog post on garbage collection was really aimed at plugin/behavior developers, as well as general Javascript programmers. From within C2, you don't really need to worry about GC at all. We've already done all the work to minimise GC.

    I love when other people do the work

  • Alright ^^

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  • <img src="smileys/smiley17.gif" border="0" align="middle" />

    Nah probably not a few 1000 ^^

    But i might need to cut my game up into quite a few layers hehe.

    Do Buildings, trees and other object affect this as well? Things that do get created while loading and don't spawn while playing.

    Edit:

    I'm reading about the WebGL right now, that should help? Do i need to activate it?

  • 1.Thx 2.Thx 3. Thx

    <img src="smileys/smiley17.gif" border="0" align="middle" />

    Yes, that is the one i read. But i wasn't sure, because it said that the GC was "reduced".

    But if the Recycling is that good, would it be safe to create a fireball every time i cast the spell?

  • Hi i was just reading about the Garbage Collection.

    In my game you can cast spells.

    Right now i am just thinking of, Create Fireball. On hit Destroy Fireball.

    But now after reading about Garbage Collection..

    1. Should i create the fireball from the start and just make it invisible and move it around?

    2. Will the Invisible Fireball affect the Framerate?

    3. Is it a bad idea to have the fireball have a tail made of Particles?

  • I never used that debugger thingy, not yet anyway. I mostly mean that while you can activate to show the size of a sprite with Initial Frame We should also have a Show Collision Polygon on the properties bar.

  • 1. This is an image editor feature. It is on the todo list for Scirra ;)

    2. Why is it important to change the polygon outside the editor? This is a request I haven't heard...

    Not change outside, but the form of the Polygon should be shown in the layout if wanted

  • Hey just some ideas, if they already exist please tell <img src="smileys/smiley12.gif" border="0" align="middle" />

    Being a newbie i rely quite a bit on overlapping to trigger events.

    I was thinking of using empty sprites to do this, because i have heard that they (or invisible sprites in general) don't slow down the framerate.

    So wouldn't it be convenient to have a button to change the color of a empty sprite? Perhaps 10 colors yes?

    Also

    A button to display the the collision polygon inside the layout

    (not only in the image editor)

    cheers

  • C2 most certainly has a zoom function... A few options, actually...

    Love your game btw

  • Velojet

    I'm interested to know why you have 'Multiplayer' in the topic title. Are you thinking of the situation where a player adjusts his/her window size independently of other players?

    Yes that was the idea!

    All the rest, also thx <img src="smileys/smiley17.gif" border="0" align="middle" />

    I don't know why it didn't occur to me that it is just resizing the game, and still uses the pixels from the "game world" like Ashley said..

    Perhaps i got confused because I've read that if you don't use

    * Delta Time, Different Framerates will change the tick speed.

    (yeah that's probably it..)

    Thx all :p, was just a thought though xD, but a Zoom Function could be interesting for my game..

  • Just a though experiment..

    I saw that for example the speed 8Direction Movement is running on Pixels per Second.

    Wouldn't this mean that if i have a button to adjust window size, that it would also change the movement speed of the player who changes his window size?

  • Hes a great man !

    (Danske undertitler?)