Tokinsom's Forum Posts

  • Ashley If you do that too many times (usually 5 or so) NW will glitch up...instead of running the game a random, blurry, scaled up sprite from your project fills up the screen and flickers. Should I post a bug report or take it up with rogerwang ?

  • It makes some things a little easier I suppose, but ultimately is kind of limiting. Truth be told it's the same animation system as Klik 'n Play had...20 years ago. Besides, any decent image editing program can compile sheets for you (though Pyxel is still the best for animation/sheets).

  • You shouldn't use giant images like that anyway. Instead use one tilemap for the tiles and another for collisions.

  • +1

    It makes no sense to break spritesheets down into individual frames/images in the first place, especially when C2 compiles them back into sheets upon export. It's too late now but if we had an animation system like Pyxel's that'd be awesome. You could change the source sheet as well for multiple characters / costumes.

  • Yep that's about it. As for the 3rd party plugins...if CC/C2 and MMF (which many Construct users used at one point) didn't have such a bad history with 3rd party plugins then people wouldn't be so apprehensive about using them today. There is no quality assurance when it comes to plugins..they are often buggy, unstable, have poor/lacking documentation, don't get updated frequently, and could be abandoned literally any moment. In fact I've had to cancel an entire game months in development due to poor integration of a plugin. Nowadays I avoid them unless they're REALLY special or offer something I know Ashley will never add (e.g. sprite sheet plugin w/ image offset).

    As for tools like the level editor in the Rayman video...Though it may be feature-rich and streamlines the level design process, it's probably fairly difficult to use. I dare say it's like learning a whole new program in itself. C2 and the rest are all about accessibility and ease of use...even if that means sacrificing features and making things more tedious in the long run.

  • rogerwang Appears to be fixed in that build; not a single snag or flicker or anything

  • rogerwang I'm still getting some very short "hiccups" once in a while, which are sometimes accompanied by the screen flickering black once. Is this a different issue? I thought this is what people were reporting here but for much longer durations.

  • Ashley Blah. You're right. I apologize. It's just that there are a few things with the editor my teammates and I are tired of dealing with. If they have a problem with it, it comes to me, and then I come to the forums about it...unfortunately our frustration often comes along too. Anyway, here are some of the features/requests I've been referring to...

    -Sharing layers & layer properties between layouts, including ribbon properties like grid size, snap-to, etc. (This feature would be huge for those working on metroidvanias or multiple-layout levels.)

    -Selecting previously-placed tiles on the tilemap canvas, not just the tilemap bar.

    -Multiple tilesets in a single tilemap object.

    -Center orientation for tilemap objects (so you can resize a tilemap object without shifting or losing rows/columns of tiles)

    -Highlighting multiple items in lists (layouts, layers, animations, animation frames, objects, etc.)

    -Tabbing through object/project properties.

    -Highlighting search words in the event editor.

    ...I feel like there's more but this is what I can think of off the top of my head.

  • The problem is that many components of the editor were designed as 'minimum viable product' just to get things rolling early on, but were never really polished / finalized. Instead we got more and more new stuff, lots of which is hardly used afaic, and they were forgotten about. I get that Ashley is more or less the sole developer..what I don't get is why that's the case when C2 has a much larger user base than many other engines. C2 should have a decent staff by now. I suppose thats another topic though. Anyway...yes, we finally got proper re-importing for sounds, shader toggle in layout, and animation paths, so hopefully we'll see the rest soon enough.

  • Really? Like what? There have been dozens of requests by many people to improve the way layers, tilemaps, default instances, layout properties, etc. work and none of it has been addressed. I'm just tired of seeing the same things over and over while all that gets worked on is broken exporters and broken features for them. The editor itself needs more attention.

  • Layers & the layout editor as a whole need some work. Starting to piss me off how every single request the past year has been completely ignored.

  • Yeah we are long overdue for an image offset feature. None of the current workarounds actually work, and are somewhat limiting. Also you can hold control to get rid of the 1px border when cropping, if you didn't know.

  • Ideally a new build of C2 would convert existing Tiled BG objects into sprite objects with the tiled image option enabled, then leave it up to the devs to combine them into a single sprite object with frames if they want, unless that can be done automatically.

    If that is not practical, then keep tiled BG's around but inform users in the manual that it is obsolete due to the sprite object's new feature, and eventually remove it from C2.

    We definitely do not need a whole new object just for one feature. That means 3 very similar objects that must be individually maintained, and can't be used in families.

    A "tiled image" behavior is interesting but I don't see it being used on anything other than sprite objects, and isn't even compatible with, say, 9 patch.

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  • Fusion 2.5 is in second place because their forum has a gigantic banner telling people to vote for it. I'm sure if the other game engine sites had that the results would be radically different. I imagine less than 10% of devs using these engines have seen this poll anyway.

  • I don't believe in mobile gaming, but if I did I'd probably release a free demo and then charge for the full game, or just make sure the trailer is really good and then put out the full game; demos are known to decrease sales.

    No ads. Ever.