sman118's Forum Posts

  • lucid I'm starting to work on randomized clothes for the NPC's in my game. I would like to be able to randomly pick colors or at the very least say pick a random number between 1 and 10, if 8, tint the sprite this color.

    So far, I can randomly tint each sprite in my Spriter Object by itself. Where I'm having trouble is when I want each sprite to reference a particular object in the same container for the information. In a previous post you showed me how to have a box in the Spriter object and assign the platformer behavior to it. Then I just move the Spriter Object to that box and pin it.

    What I want to have happen is the box has all of the variables for the different colors and are randomly picked on creation. Then Each Sprite in my Spriter Object will look to the box for its variables and change their tints accordingly. I'm having trouble with them referencing the box.

    Any help is appreciated. Thanks.

    -Ben

    http://www.NeedYourDisease.com

    http://www.facebook.com/NeedYourDisease

    http://www.twitter.com/NeedYourDisease

  • Hello. I'm trying to set an object's tint based on variables associated with another object in the same container. Specifically, I have a Spriter object and i need several parts of it to all look at the same object to figure out how to set their tint parameters. I can have the character parts randomly pick a color, and I have the object with the variables randomly picture numbers on creation, I just can't get the spriter sprites to look at the one object in the container for the values.

    Any help is appreciated.

    -Ben

    http://www.needyourdisease.com

  • Thank you to everyone that posted. Turns out Aphrodite was correct. The laptop I was working on had the screen refresh rate set to 40 Hz. I looked up how to change it up to 60 and my FPS went back up. Thanks again for everyone's help.

    Ben

    http://www.NeedYourDisease.com

    http://www.facebook.com/needyourdisease

    http://www.twitter.com/needyourdisease

  • At some point in the last few months, I noticed that my computer was running my game at a lower amount of frames per second. I was adding things here and there so I just assumed it was the extra work load. Where I used to get 60 fps, I was now getting 40. Not a huge deal. It was still playable, just not as smooth.

    Then today I tried a quick demo on the forum and saw that it was also 40fps. I thought that was a weird coincidence so I loaded up a very early version of my game that had next to nothing in it and that I knew ran well and it was also at 40fps.

    I took my current build to another computer and tested it there. It ran at 60 to 75 fps depending on the size of my window.

    Does anyone know why I might be getting the locked 40fps on my computer? Thanks for your help.

    Ben

    http://www.needyourdisease.com

  • rojohound Thanks for the reply. I knew about the export of PNG-8s. I was just curious about the use of them at runtime. I'm just starting to sweat about my memory usage. I'd love to know what the average memory usage the C2 user has. I've definitely had to get smarter about my asset creation.

  • Not sure if Ashley or someone else in the forum could shed some light on this for me, but I was wondering if it were at all possible to just use the sprites as PNG-8's instead of converting them to PNG-32's? My game is pretty animation intensive and I've noticed that 116 megs of memory is used just for the player character while the download size for the entire game is only 6 megs.

    Not sure if its possible or could be a feature in Construct 3. Any explanation is appreciated.

    Ben

  • Looks great,

    I've finally got my test Spriter NPC working so they can be held and animate with the Player animations. Working on alternate versions of the player animations for when they are holding Civilians.

    -Ben

    http://www.needyourdisease.com

    http://www.twitter.com/needyourdisease

    http://www.facebook.com/needyourdisease

  • I've been away long enough. Time for a quick update. Since I was last on the forum, I've become much more comfortable with the Spriter object and have completely embraced using it for all NPC's. I've also started creating new versions of the player animations for when you are holding a Civilian. The Spriter object then overlaps the player to give the illusion of holding. I'm also animating cycles for the NPC's to react to the angle the player is flying.

    Hopefully the animations won't take too long. I really wish I would have done them at the same time as the normal ones, but I was just too eager. More to come.

    Also, my animation list is getting a little crazy.

    -Ben

    http://www.needyourdisease.com

    http://www.twitter.com/needyourdisease

    http://www.facebook.com/needyourdisease

  • Now that I have a little Spriter experience, I was wanting to redo the animation where they are being held by the player. This led me to reevaluate my current run cycle. First, the torso was a little stiff so I definitely needed to add some twisting in. Second, for the civilian art to lay correctly on top of the player art, they need to be slightly towards camera. Very tricky. So I went into my original run animation file in Toon Boom Animate Pro and started changing things up. I need to correct (and possibly redraw) the cape and I should be done. Then I can make the version for holding a civilian. Fingers crossed.

    Be sure to "like" my Facebook page for more consistent updates: https://www.facebook.com/needyourdisease

    Thanks!

    -Ben

  • Waiting on Apple approving the new content update to Jack...

    I really like the subtle stretch on that jump animation. That's some solid animation fundamentals you don't often see in pixel art. Game looks cool.

    -Ben

  • Back with a quick update. Things are still moving along nicely as I've taken a break from the hero to start working on "those that he shall save". Namesly, the Civilians/NPC's. I had recently started playing closer attention to the some of the blog posts and realized that all of my well compressed PNG's were being converted to 32-bit. This was causing huge leaps in the amount of memory I was using compared to my download size.

    So where I was played with the idea of a using skeletal animation for my NPC's, it has now become a necessity. Lucky for me, I'm loving Brashmonkey's Spriter and thing it will do just the trick.

    I've mapped out some the the character "states" that i want and plan to build those animations in Spriter. You can head over to my Facebook page and see plenty of my tests in video form here: https://www.facebook.com/needyourdisease

    I'm hoping to have more soon as I'm planning on tackling Spriter's character packs and getting those randomized. See you then.

    -Ben

  • Beautiful looking game. I'm really loving the art style. Expect a PM from my shortly.

  • lucid Just wanted to say that I followed your directions for using Spriter for NPC's and it worked perfect. FPS never dipped below 59. Amazing! Thanks for the help.

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  • First off, congratulations on reaching Steam and the launch of 1.0. I'm finally digging into Spriter and its amazing.

    I apologize if these were answered already (I swear I looked), but I have a couple of questions:

    I'm using Spriter for my enemies and NPC's and I'm running into trouble with the origin point. I've added the platform behavior to the Spriter Object, but its lifting my artwork too high. Can I adjust the origin point on the Spriter Object somehow?

    Also, I've dabbled with spawning a box and using that for the behaviors (like you would with a player character), but Construct 2 won't let me create a container and put a Spriter object inside. I guess it doesn't like putting a container in a container.

    If there isn't a way to move that origin point, what do you think is the best way to use Spriter Objects as Enemies?

    Thanks for your help.

    -Ben

  • Implementing some speed trails to show the...um....speediness?