Tinimations's Forum Posts

  • Roccinio So you're saying decompressing the images to RAM will be faster with an SSD? That's the one exact thing i am hoping it will pull off.

    Hope you can clarify.

  • Hi. I currently have a normal harddrive in my computer, but I want to reduce loading times when previewing/debugging as much as possible. Anyone have any experience comparing preview speeds with normal and SSD drives? Would you recommend getting an SSD for this sole purpose if the project is big, and has a lot of files to load?

    Thanks

  • Thanks for all the feedback. Will definately experiment with it!

  • I see. What exactly is the complete optimized spritesheet sizes for taking advantage of the most space possible? Most assets are currently 128x128, should I just downscale it to 120x120, 124x124, 127x127? Also for the 500 mark, is it 500x500, 508x508 or 511x511 per asset?

    Thanks again!

  • I see. Haha yeah mobile isn't a target platform for the game. Any potential mobile device version will have way downscaled ambitions.

    So you're saying video is mostly CPU intensive?

    Thanks for the insight.

  • Hi. Been testing out the new video feature, and it's completely godsent! I also see that it doesn't consume nearly as much memory as I first feared. So I have a question I would love for someone tech-savy to answer for me.

    Currently my game uses a lot of rectangle shaped assets which are fully animated with 8 frames of 512x512. This consumes a lot of memory and spritesheets, but I see potential in turning these animated assets into video to save memory and load times. Has there been any testing on how many video files running at the same time can effect performance, or if it's even practical at all?

    I would appreciate it if anyone has any insight on the matter.

    Thanks

    Tom

  • Hi. I'm starting to prepare myself for working on a personal game project for 1 year straight full time, but there's one bottleneck I would like to know if I could get past easily? Every time I boot the game preview, it seems like Construct loads the entire project every time it boots up. I'm pretty sure this is how construct 2's designed to support smaller browser-based game projects, but I'm designing a more traditional game to be played offline on a desktop computer. For all I know the final product will be roughly 1-2 GB in size, with hundreds upon hundreds of assets included.

    Is there any way to make the preview only load the assets of the layout I will be previewing?

    Thanks

    Tom

  • First thing I would recommend is embracing your limitations. You can't make pixels look appealing? Fine. Don't design your game around having to impress your audience with eyecandy. As you got coding skills, I would try and put a lot of emphasis on game mechanics, and try to find clever ways to communicate this to the player without having to make it look fancy (remember simplicity can look appealing).

    Always approach a game project from the angle of how you can utilize your skillsets the best way possible (and that also works around your weaknesses). Skills that's not necessarily directly related to gaming also apply. Can you write, dance, punch a brick, eat extremely hot food, seduce women like a champ etc.? I bet it's possible to to use your skillsets as a starting point to create great game concepts that doesn't rely on graphics.

    As art is my speciality, I'm basing my game a lot around impressive visuals, but i can't write. That's why there's no text what so ever in my game.

    I'm not a super good coder either, that's why I stick to very simplistic gameplay mechanics that doesn't rely on any low level programming skills etc. As I'm very concious about my limitation, and I base every design decision on how they compliment my strengths (simplistic game mechanics and visuals). I'm convinced this will turn out to a good game in the end.

    However in your case, I would still recommend looking up basic color theory. Just basic things like blue and orange go well together, different shades of grey on a black and white canvas can work, golden ratio etc. will do wonders for your game's presentation.

    Hope this was helpful.

  • Will there at any point be possible to implement character models with animated rigs and animations? If so this plugin alone will solve a huge memory issue for me!

  • Aurel

    I'm impressed. Looks really neat and polished. Would love to playtest.

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  • Alright like most people I'm really appreciating the fact that the preview now has the courtesy of telling you wether it will be successful or not by making the loading bar red.

    My question however, is if anyone has any idea why it turns red the instant it starts loading assets? Around 50 % of the time I'm trying to start a preview, The loading bar flashes red immediately. The other 50 % the game loads fine. Some sessions I can't shake off the red loading bar, and need to restart construct.

    The game I'm working on is getting rather big, but if that's the source of the problem, wouldn't the loader crap out halfway through, and not in the very beginning?

    Thanks

  • CrudeMik

    Really nice atmosphere. I'll be watching this one. :)

  • The zip file appears to be broken? Is there a newer version I can download anywhere?

    Thanks

  • I use the variable method for my game. The main character in my game can strike in 4 directions, but a random animation is played every time to keep things dynamic. For every strike a given variable gets assigned a random number between 1-10.

    To use this variable with your animations, you must first name your animations accordingly. The animations are for instance called LeftHit_1, LeftHit_2 etc.

    The string to trigger this is: "LeftHit_"&VariableWithMagicNumber

    Hope this helps.

  • Ok this one should be simple. I want to print "audio.duration(Tag)" to a text object, but I can't find a way to make construct understand I want the duration of a given tag. "Audio.duration(Music)" for instance doesn't work? How do I write the string-line?

    Edit: Or well, It's the "playbacktime" expression I want, but according to the doucmentation they should be working the same way.

    Thanks