Tokinsom's Forum Posts

  • Contruct was made to be fast and easy to make games for those who can't or won't code. Unfortunately, much of the way contruct operates makes assumptions about what the game dev needs. I find those assumptions to be uninspiring and somewhat limiting. Based on a number of conversations with ashley, I feel construct is developed with the lowest common denominator in mind. And for something that is supposed to be easy for all, that makes sense. But it makes it hard to make unique, innovative games in the best of circumstances /:

    Uuuugh, this a million times. This type of game engine needs to start at the top and work its way down, like SuperPowers is. Otherwise you're only setting limitations and restraints for the future. /offtopic

  • Eh. Unity is astronomically more powerful than Construct will ever be. Thing is, when people say it's great for hobbyists/indies, they still mean ones with extensive histories with coding and game development.

    My only gripe with it is the workflow..at least for 2D/retro games. It's absolutely ridiculous how much work and knowledge of the engine it takes just to create, say, an animated sprite character, or a working tilemap system, or custom platform behaviors/controllers. Even if you know what you're doing, you'll spend 10x longer doing it in Unity than C2.

    But yeah...if C3 had Unity's exporting capabilities, it'd probably wipe everything else off the market. Shame.

  • Nope. Would be nice though. All the defaults are ridiculously high for the type of games I work on.

  • Much obliged.

  • TiAm Version 8 Update 45 (build 1.8.0_45-b15)

    Sooo..yeah..guess we have no choice but to downgrade.

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  • TiAm Sounds like C2 doesn't like the latest version then? I remember this happening a long time ago out of the blue and I decided to just not minify...but we need to minify the project now.

  • michael Tried with both versions and just 32 or 64 bit - didn't help.

  • ---------------------------
    HTML5 exporter
    ---------------------------
    Unable to run the script minifier (2).  Please ensure you have Java 8+ installed.  It can be installed from http://www.java.com.  
    
    Note: you're using the 64-bit version of Construct 2.  Make sure you install the 64-bit version of Java.  You may have to choose a manual download since the default installation is often 32-bit, and this message will still appear if you have 32-bit Java installed.
    
    The script has not been minified, but the exported project should still work.
    ---------------------------
    OK   
    ---------------------------
    [/code:2qt1998z]
    
    I'm using Windows 8.1 64-bit and I am positive I have Java 8 64-bit installed (update 45 to be exact). My friend is having the same problem on Windows 7 64-bit. We both uninstalled older versions too. What's the deal? Anyone else running into this?
  • My laptop has a touch screen that works with C2 so..er...do you mean a more touch-friendly design? I think it's kinda dumb to use touch for something like C2 anyway to be honest. Very limiting. Might be kinda fun for placing tiles / drag 'n drop but still there's no benefit whatsoever.

  • 1) Already implemented. Hold shift and right click.

    2) I've been trying to get this feature for literally over a year. All I ever get is shit from other devs and everyone telling me to switch to Tiled because they've never actually used it for large-scale games, don't know how incompatible with C2 it is, and don't account for all the layout editor features that would be sacrificed. That, or suggesting I import .tmx files into the Tilemap object which is a poor temporary workaround at best. What's funny is it's just an extension of the feature in your first request. Seems like it wouldn't be very difficult to add at this point.

  • andreyin You're probably thinking of var = var - 1. Toggles between 0 and -1.

    A "trick" I like to pair with this is ternary operators / conditionals. Not the best example but they work like:

    Set bullet angle of motion to Player.Dir = 0 ? 0 : 180

    I suggest tracking down tulamide 's old tips and tricks thread. Had some pretty cool stuff in there. I suppose it was more of a "cool things you can do with math" thread though lol. Could definitely use more of those around here!

  • DUTOIT 1,000 frames for an entire project is a lot less than it sounds. We use as few as possible - it's supposed to look like an NES game! I think all we can do is wait for C3 where (to my knowledge) sprites will use sheets/atlases instead of 1-file-per-frame.

  • DrewMelton Yeah that seems to be the case. It's more about the image count than the image size or audio. This would explain why my old project (using sprite frames acting as tiles) would take so long to preview - it had to load literally thousands each time. And as shinkan said, there's no spritesheeting outside of the exported build. It has been mentioned C3 will spritesheet everything so we might just have to wait :T

    I'm using Windows 8.1 which has windows defender. No anti-virus installed at the moment. Never messed with indexing before...I'll take a look.

  • shinkan Our current project (7 sec preview) is a retro game with ~1000 small, cropped sprite frames and ~10 tilemaps/textures. Without audio the approximate download in the editor is 530kb and the animations/textures folders are ~1mb combined.

    It's very well optimized. Not sure what else I can say. As I mentioned earlier removing audio / disabling audio pre-load didn't seem to make a difference.

  • lol I swear no one actually reads my posts around here.