Valerien's Forum Posts

  • In the image/animation editor, the "loop" option for the animation may be set to "yes", you should check that.

    In general, when you need some issue to be solved, you may want to upload a capx file and attach it to your message (you can always cut down your code if you're afraid of it being stolen).

    Cheers,

    nathan

  • Being in the process of writing a training for middle school students (13 years old and above) and testing it, I can tell you from experience that apps cut in chunks work much better, and that you shouldn't have them do everything by themselves. At least if your aim is to teach programming basics.

    Don't forget that the human mind can only digest limited chunks of information at a time (6 different rules, pieces of information, etc. at once, says psychology), thus you'd better focus on specific notions.

    Good luck anyway !

  • In both cases, the 3d scenes, once rendered, become bitmap images.

    The whole idea of low poly vs high poly is that low poly aims at polygon reduction while high poly modeling doesn't bother. They generally work together : an artist will build a low poly version of a detailed object in order to make it usable for animation and sometimes reduce rendering times. Yet it doesn't mean that the object will be blocky, or that it will significantly alter the visual result.

  • The "style" itself doesn't have a specific name. However it is cartoony, it could be vector-based but you can achieve the same results with good old bitmaps, and it's quite saturated, colorful.

    If your aim is to find strong references in order to build a similar yet original art direction, you may want to search in good graphic designer's portfolios.

    There is no tough particularity to the way the environments are made. There is usually a single ground tile, a sky tile, one or two hills tiles, and then gameplay assets... mainly squares and rectangles for the structural elements, and characters.

    Several plants or rocks are added to the first plane by hand in order to improve the overall composition.

    Note that all the above applies for the original angry birds.

    Cheers,

    Nathan.

  • Hi everyone,

    I just wanted to suggest several changes that could help quite a bit as far as level design and project handling are concerned.

    Selecting multiple assets in project explorer

    • A way to select and move multiple assets at once in the project explorer would be super nice : on a big project with many assets, ordering and moving them one by one isn't practical at the moment.

    Layout view : mouse cursor based zoom

    • It could be nice if we could zoom towards the mouse cursor instead of always in the center : if you level becomes a little bit big, the fastest way to navigate through it in the editor is to ctrl shift de-zoom and re-zoom.

    Additive box selection

    • Right now when we box select, we cannot shift box select and add new areas to the selection. We have to box select and then shift select each asset one by one. Shift box selecting for additive selection would be a nice added value.

    A grid pow? slider

    • A slider to quickly set the grid to pow? values could help (from 1*1 to 256*256 for example), as these are basically the main key values used in 2d game dev. This isn't very important but could prove practical sometimes.

    Kind regards,

    Nathan.

  • You effectively cannot sell such a game on phones. However you can always try to monetize it with not-too-invasive ads (like a banner somewhere on the screen).

    Basically you need to make pretty elaborate games on phones if you wish to make decent amounts of money from it, you tend to get exponential revenues when your games's overall grading goes up, and close to no revenue with short projects (there are only a handful of exceptions on the 200 000 games out on the applestore at the moment, mostly because they were released on the first ios versions).

  • You can use templates as bases for your games, no doubt on that.

  • Link to .capx file (required!):

    dropbox.com/s/6gnuepxi4e6ylab/empty_cjs.capx

    Steps to reproduce:

    1. Create a cocoonjs project

    2. preview the app

    Observed result:

    <img src="http://image.noelshack.com/fichiers/2013/28/1373562277-error.jpg" border="0" />

    Expected result:

    the app should be previewed

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    win7x64 sp1

    Construct 2 version:

        138

  • Something like Alt-clicking to toggle the solo layer, as in photoshop, would be awesome, for sure. I second this one.

  • Hey,

    basically, you have to work in one specific resolution in construct 2 and then change the full-screen-in-browser setting of your project properties.

    This article from Ashley documents this feature.

    Good luck !

  • As an animator, and having tried both software, I'd recommend placing a bet on spriter. At the moment it still lacks features and it won't be flexible enough for use on huge projects until several builds, but spine's classical systems are slow to use, while spriter is very swift and easy to use.

  • Thanks guys. I had skipped the atlas part in your article Ashley. <img src="smileys/smiley9.gif" border="0" align="middle" />

    EDIT 2 : made some changes to our project, yeah actually forget my first post, I had a leak on an old character sprite.

  • Hi everyone,

    I'm working on a commercial project at the moment with construct 2, and me and my associate would like to optimize the game as much as we can, as right now it is a bit too slow on retina resolution, on iphone 4. I've searched on the forums but couldn't find much about optimized atlases.

    I know that construct 2 takes care of some graphic optimization at build time, but I'd like to know if there is already someone working on handling tight, custom atlases ? It permits huge memory gains and little to no overhead memory cost for non pow� assets, which is very important on low end devices.

    We're using shoebox as a tool for that kind of stuff (bitmap fonts, psd splits and other stuff like that too - it's very powerfull and free) ->

    Shoebox link

  • I was wondering : is your engine based on pure 2d stuff ?

    I mean, as we're trying with our team to enter the world of independant game creations, we're having trouble with resolution : a person playing with a really large screen would want to play with a high definition resolution, and it seems like no WYSIWYG provides a solution for that. And err, on computer you have 4:3/16:10/16:9 screens, plus a lot of different resolution. There's also the different consoles. Will construct 2 eventually be able to handle that like... using textures mipmaps ? Or is it a 2d, 2d engine ?

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  • You're doing a great job, can't wait to see the first stable release !