StickJump's Forum Posts

  • 10 posts
  • construct.net/en/make-games/manuals/construct-3/behavior-reference/tween

    Seems like something you could figure out yourself if you took a few minutes.

    That won't help, because my project already have thousands of EaseTween Mod actions, and I can't launch it without this Behavior.

  • Hey there!

    I was making a game on C2 for a whole year, and it had two addons: EaseTween Mod link, and LiteTween link.

    With second plugin, LiteTween, there was 0 problem to import in C3, but EaseTween is a folder-type behavior that was located in Addons folder in C2. C3 doesn't have any folder like that, and I have 0 idea how to import it. Do I have to downgrade back to C2 because of that, or there is any solution? Thanks!

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  • With 816 MB of graphics memory, your game will only run on desktop computers. What is the usual RAM size of video cards nowadays? 2 GB? 4 GB? Consider about half of that as your upper limit for a project. If your game is supposed to run on tablets or phones, aim for 100-400 MB max for the whole project (and not for each object).

    Animation tools basically move, resize, warp and twist sprites. Construct can do the same, no need to store a large sprite over and over in a series of huge images. The key is to import the "move, resize, warp and twist"-commands from your animation tool into Construct. This can be done with Spriter, not with Moho.

    You should consider to either switch to a programming tool that does support Moho exports (like Unity) or to an animation tool that is supported by Construct, like Spriter.

    https://www.youtube.com/watch?v=jJm3jNertz0

    https://www.slant.co/versus/5514/17370/~spriter_vs_moho-12

    it's not 816 Mb of graphics memory. It's more like RAM, because each 17 Mb animation raises RAM usage for 40~ Mb's. So, 48 animations will be like 2-3 Gb's of RAM, not GPU, because those frames data located in RAM when object is on the layer. I decided to make 48 objects, each one have each animation set, so it will eat only 40 Mb's of RAM and if I want to switch animation just delete previous one object and put the other one. This is only solution I found how to import complicated animations with good framerate with minimum quality lost and maximum optimisation.

  • I'm using Moho 12. Managed to make it 500x1000, but same 70 frames per each animation. Now each frame is 250kb. But now I figured that I have to make 16 animations with 3 variations each one, so 48 animations. Each animations is like 16-17mb. 48x17= 816Mb of animations in one object. Isn't it too much for one object?

  • 15 animations of 70 frames of 1920x1080. Yeah that's not ideal for 2D game development

    And how I'm supposed to make a good animated character?

  • 99% CPU? How large is each frame?

    Each frame was around 1-2 Mb in 1920x1080 because of complicated art.

  • First of all sorry for bad english.

    Hi there! How to make a smooth animation in C2? For example I want to make a Visual Novel system and want to add a character smooth animation I made with meshes, bones etc. How to import it? Frame-by-frame will be like 70+ frames and I have to make like 10-15 this kind of character animations so it will be kinda not optimized. I tried frame-by-frame with 70+ frames in one animations and when I was testing the game my CPU was 99% and game was eating 4GB of ram to run that fbf animations. Reducing frames to 15-20 will make it looks very bad and laggy. Exporting animation as video will not give me opportunity to place that character animation anywhere I want.

    How to import smooth transparent animation in Consctruct 2 and keep it CPU/GPU friendly?

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  • Solved this problem myself.

    You need to set action to object NWjs > Open browser, and then put the URL there. It will open link in Windows default browser.

  • I want to open web links with default windows browser (Chrome etc.), not via in-game web preview.

    Thanks!

  • For example when I clicked on some button, object will smooth move +20 pixel up. I made something like this with LiteTween but it moves X+20 about global X, so it goes off the screen. Making it relative value does't help.

  • 10 posts