Sethmaster's Forum Posts

  • In the UK at least this is not possible because a companies director and stake holders are publicly available information, including address...

    This is my understanding anyway.

    Can't you publish games as an individual and not as a company?

    I mean it is perfectly reasonable to have a brand to use like a "company" behind the game but in my understanding, there is no need to have an actual company registered.

    That's how Japanese indie devs been doing it, both paid and free.

  • STORY

    As it is with every city, crime is unavoidable in Oaksville, but the situation has gotten worse over the recent years. It was bad enough that most of the wealthy residents have left, fleeing for greener and safer pastures. Without the income or taxes from those people, the city cannot afford to maintain the size of the existing police force. Therefore, with great pain, they downsize the cops to less than a quarter of their previous number.

    Without most of the cops, the crimes have increased and the situation on the streets has gotten more chaotic as various groups struggle for dominance. At present, whatever your past and reason is, you have decided to fight back with a group of people dissatisfied with the current situation. How will you fight? Whom will you let into your posse? And what future will you decide to pursue?

    That’s up to you, leader. Welcome to Street Posse Showdown.

    The decaying city centre of Oaksville

    GAMEPLAY

    • Highly Tactical Battles.
    • Mission-Based Gameplay.
    • Full Party Creation At Start.
    • Character Job System.
    • No Permadeath. However, Injuries Are In.
    • Replaceable and Relearnable Techniques.
    • Faction Knowledge Is Crucial To Success.
    • Single Player Story-Driven Campaign
    • Combat & Dialogue Log Included.
    • Changeable Clothing.

    Assault Rifles and the likes are in this game. Train in their use to wreck havoc upon your victims.

    For people with short term memory or strategists.

  • duplicate the layout with the least amount of "trash" (have a sample ready for duplication) is the etchnique i'm using for creating a new layout and having all properties and images carry over, i delete what i don't need and it's ready to go.

    Well well, what a coincidence.

    I am doing the same and recommend others to do so as well.

    Though I keep three different basic template/sample for cloning/duplicating due to my game needs.

  • It's seems that all active animations and charactermaps of existing Spriter objects in Construct 2 are not saved when the save function is used.

    What happen is that all the charactermaps are removed and the animation defaulted to first animation on the top of the list.

    The objects themselves are saved, along with the variables in the objects, just not the both mentioned above.

    I can do a workaround easily on my own but I just wish to inform you regarding this issue.

  • I would give thanks to all the people that give advices about optimization and personal opinions about game design... but i think that this topic will be resolved easy with a clear answer to the question: Will have construct native exporters in the future?... A clear yes/not reply will be great and I will love very much with tons of my best wishes,hugs and kisses to the construct developer that answer that. (No matters the sense of the answer, really, only need to know clearly). Important to me, and I see that important to others. Please allow answer that.

    Thanks people, your software make me happy.

    I thought the answer is very clear from the start.

    No, it won't. For now, Ashley and co. will continue to focus on HTML5.

  • Just a friendly reminder to folks using spriter as I am in construct 2.

    Don't use spriter for everything, it's a cpu hog.

    Use it as a way to quickly customize main sprites (characters) and definitely not for background and landscaping.

    I thought using spriter as a way to quickly change tiles on the fly is a great idea until my system lag like a turtle due to huge CPU consumption due massive amount of objects on screen since each spriter object is a container containing ALL options in it.

    Then consider the fact that I use 32x16 tiles to fill an 960x540 screen. IIRC, 10000 objects was created.

    Learn from my mistake and save your time.

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  • I agree with rexrainbow and jayderyu idea. It seems to be the better implementation considering I am storing and planning to continue a lot of data on webstorage and in the future, local storage.

  • While this may not be Construct 2 related, it would be nice if future updates would bring an ability to create virtual folders in the available character maps section in Spriter for easier categorizing and selection.

    I admit to using a lot of character maps to represent animation of different hairstyle, skin color, body wear, leg wear and a few others.

  • Yep, fixed everything though I use a much more verbose version to account for a lot of stuff. Thanks.

  • Sethmaster , I believe this is happening from the files loading at different speeds and starting animation playback as soon as the file is completely finished. For now the simplest way to take care of this is just to set one object's current time to the other's:

    Thanks, will do so.

  • Hi Seth,

    I'm guessing this is an obvious issue for you because you are combining two separate Spriter objects to create one character? (For example, upper body and legs for a run-n-gun game where the player can run while aiming in any direction)

    Have you provided your capx file to Lucid? ( ) This might be very useful for him to quickly assess the issue and come to a solution.

    Cheers,

    Mike at BrashMonkey

    Yeah, I am combining two different Spriter objects (One for the characters animations and another for the weapons animations) so timing is pretty much important.

    I will try to send the capx, scml, scon and the project files to your email as soon I got things ready.

  • After deleting and recreating new Spriter animations and then importing it to Construct 2, the mistiming problem seem to lessen.

    There are one of two frames in a hundredth of a second, where the timing between both is not correct, otherwise it's perfect now.

    Only test it four times but it seems okay now so I am satisfied for the moment.

  • Anyway, here's an update on my issue.

    It seems that Spriter animations also have an issue to match miliseconds timing with other Spriter animations in Construct 2.

    Despite the timing match each other inside Spriter, they break off when imported into Construct 2.

    Basically some of the time, their timing match each other.

    Most of the times, one of the animations will play a bit later, therefore break the timing, making the overall animation wonky.

    I will try again to see if I make any mistake inside Spriter itself to generate such errors.

  • Did anyone else using both Spriter and Construct 2 have problems where the animations timing from Spriter don't match up with animation timing from Construct 2?

    I am using the Steam version btw.

  • I once finished a simple isometric SRPG game before and currently working on another one so it's definitely doable.

    The most important different thing in isometric projection is the Z-Ordering system so all your sprites are displayed on the screen as intended.

    Aside from that, it's just like other games which means a lot of work.

    Here's a gif of my previous work, Super Nuclear Riders.