Sethmaster's Forum Posts

  • I can't figure out any purpose of trying to figure that out but you can simply create an object numerical variable and set the value there since you, as the dev, should already know the number.

  • It's basically an up-spec Android tablet with physical gamepads.

    ARM-based Tegra SOC, think NVIDIA Shield.

    I for one hope that you are right.

  • It depends on your competency and your knowledge in basic programming concepts. Failing that, then it depends on how well you read manuals and books.

    Very fast and 60 fps if you know to use dictionaries and arrays very well.

    Slow if you rely on getting data from sprite objects every tick for data simulations.

  • Grid snapping is already an existing functionality within C2 editor.

  • If you plan to do a minimap, it's better you use a new version of tiles suited to that than trying to minimize your normal tiles.

    Look at the current popular games that have minimaps and you will realize that's what they do.

    Otherwise, it's more faster to simply resize it on your own in your favorite image editor where you can adjust for taste rather than depend on the in-game algorithm where the automated results will not be to your liking.

  • I use browser object log functionality.

    It gets me the values in the loop through the console without much hassle.

    F12 open up the console easily and instantly. This functionality can be removed instantly for export by inserting a blank event for the specific keyboard keypress.

    If you want to put more effort to it, there's nothing stopping you for creating a dictionary for only debugging and adding its value in your problematic areas and loop.

    Then simply allow a large size text/spritefont object inside the game to keep appending any results from the dictionary values you get inside the game.

  • There is no effect on speed if you do 1.

    You can simply do the performance check yourself by calling a function 1 thousand times using coding via 1 and 2.

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  • In a perfect world, you would strive and achieve both.

    Realistically speaking, aim for legibility with helpful comments at every point, specially since you are making it for others.

  • Hello,

    while discussing with my teamates, i just realized that construct animaiton can be improved by adding an onion skin in the editor wich will allow animators and graphist to works directly the animations inside construct 2 .. or 3

    regards.

    Spriter is the software you seek. I wholeheartedly recommend it.

  • Sethmaster, so does the method you describe result in a different SCML file/Spriter object for each enemy type in C2?

    Or do I end up with one SCML file and somehow point to a different atlas spritesheet in C2 to change the enemy type?

    Would appreciate some guidance on how to implement if it's the latter.

    The first. It's pretty easy to do once you have a good idea on how to do it and pretty easy to maintain and update. Remember to use families and C2 folders for incredible easy time to organize your objects.

    Have read through most of this thread but don't see a simple solution to the very basic problem raised by Colludium and How do we get the "on initialised" SCML event to fire when changing layouts? It works fine when starting the first layout but doesn't fire when switching layouts.

    I have tried using wait, on loader layout complete, timers, global variables, to properly set character maps when changing layouts, but nothing seems to work. Can anyone shed some light on the best way of achieving this.

    Use an event sheet and layout to hold the scml objects you intended to use and write functions to launch them. On initialised SCML event should be stored there too. Include the event sheet on every event sheet you intend to use the spriters on. Just use on start on layout condition to create the scml objects which will launch the corresponding events. To be honest, I used a lot of different event sheets and layouts to store different spriter objects for organization and ease of updating reasons.

    Also, you can take some time to read both the Spriter and Construct 2 manuals for tips and tricks to improve your workflow.

  • stricky

    For number two, if you have a lot of animations (I have more than what you stated in your post), don't use charactermaps for that particular sprite object as it will lag due to high CPU usage. Instead, put all of the sprites for each character in their own individual folder using the same uniform naming methodology for each file, as taught in the Spriter tutorial.

    Duplicate one and use it as the origin folder for the scml.

    Once you finished the animations in the scml, simply replace the content of the origin folder with other folders, click reload and then generate the new atlas spritesheet. And simply do that for each variant that you have. Use the altas spritesheets in C2.

    If you previously use charactermaps for each components of the enemies like I do, then separate them into different categories of folders and then assemble all the different spriter object back in C2 using a blank C2 sprite object as the master. Once again, do not use charactermaps for sprites with massive amount of animations that you want to generate a good variety and number of.

    It will be a lot of work at first but performance gain in less CPU usage is ridiculous. Charactermaps are meant for simple animations and stand-in sprites.

  • Hi IJCT , check this webpage

    https://www.scirra.com/manual/115/sprite

    especially this part

    There are some example capx regarding this lying around the forum too.

  • Use Spriter, because it support easy usage and iteration, allowing you to improve the animation very easily and quickly anytime you wish. Like you said, it is very light.

  • Wait 0 second could also work but your game may lag on older computers or mobiles when it happen if there are a lot of events happening at once on that particular tick.

    Test both and see which one works the best for you.

  • The runtime is architected so that with "render cells" enabled, an offscreen sprite with no animations or events has a zero performance overhead. (Animated objects have to tick their animation and events still check against all the objects in the layout.)

    This means that if you create even a gigantic layout which consists solely of static objects (no animations or events), it should run perfectly no matter the size of the layout.

    The performance problems tend to stem from running events against a large number of "live" objects in the layout. You may need some techniques to avoid having too many of them at once, possibly by dividing the layout in to certain segments and destroying all the objects outside of the segment, but as far as the static objects go you should be able to create as many as you want (providing render cells is on).

    So, that's what render cells are.

    Ashley, It would be great if you make a sample capx regarding this with a lot of similar tiles and mouse movement so that users can understand and experience this quickly on their own.

    To be honest I personally have no idea on how I could approach this. My game is based on the concept of an old GBA game, meaning that there are units off-screen that fight each other and I have no clue on how I could destroy them and keep the illusion of them fighting off-screen.

    TheRealDannyyy, as I understand it, some old games do it by calculating the position, orientation and results in arrays/datatable for offscreen situations instead of enacting it in objects to save performance.