Rable's Recent Forum Activity

  • Hi everyone,

    I'm completely new to "puppet" animation in Construct 2. Up to now I've nearly always made my sprites in Photoshop and exported them as full images.

    I would like to know about the other options. Many people are talking about Spriter on these forums, which seem to be a nice program. If I'm correct, however, despite the ability to create puppet animation in Spriter, the software ALSO exports as image sequences. I mean, there is no way to export your separate animated parts into construct 2, and have them move the same way automatically, right?

    So it's basically just a help to create your animation, it will not make your animation lighter by allowing you to make a 150 frame idle pose be as light as a 1 frame idle-pose. Am I correct?

    Is there a workflow which allows you to create your puppet animation outside of Construct 2 and importing it into Construct 2 without having an image sequence? (not talking about "hard coding" it in construct with behaviors and such)

    One last question, are there alternatives to Spriter which work as well or better, even if they are more expensive? I'm thinking about ToonBoom, Spine and such software, but I have no idea what Spriter do better than those. Any idea?

    Thanks for any help!

  • Hello,

    As stated in the title, I'd like to create a customized icon to replace the default NW.js icon.

    I've found this tutorial, which suggest using Format Factory and Ressource Hacker, but the tutorial is nearly 2 years old. Isn't there a more "official" way to create an icon for a NW.js project?

    Thanks in advance!

  • I'm quite confident that the memory is cleared at the beginning of each layout. This has been somewhat hinted by Ashley in this post :

    And as he suggest, you can see it for yourself. Start your game in debugger and look at memory usage. You'll notice that when you switch from one layout to another, memory usage decrease drastically. I learned that the hard way when I needed to optimize my previous mobile game (now I develop for desktop and life is soooooo easier!)

    I guess this indeed implies that putting all the objects on a loader layout is pointless, even harmful as it will delay your loading screen with no purpose.

  • I don't think you are wrong at all! This makes perfect sense and I will have to keep that in mind when designing games.

    Now my current (big) game has only one layout for every fights, so I will have to choose in either having a longer loading time before each fight or having a very slight loading delay when a new object is appearing. At least now I know what are the flaws of each solutions.

    Thanks a lot, this was very interesting and important!

  • This is quite an important information to me, so I need to be 100% sure about it. I've read the posts from Ashley at least 3 times in the past, and I just re-read them just now, and I don't see anything in them that would make me think it is a bad idea to create a layout dedicated to stocking objects. Could you quote the part of the articles which make you think it is?

    I myself am using such a layout in all my project and didn't have had any problem until now. Of course, if it turns out that it is really bad practice, I will change that.

    Actually I already asked the exact same questions nearly one year ago, and the globally admitted reply is that such layouts were good practice.

    (second paragraph is the question)

    Thanks for the information!

  • So I suppose you never decrease the time?

    You can do :

    system > every X seconds (every 0.1 second for example)

    add an action > system > subtract from

    and you subtract 0.1 from your time variable.

    Now your time will decrease by 0.1 every 0.1 second and the code above will work.

  • Hi,

    You probably have a "time" variable in your project. When the player succeed the level just put a new event :

    system > add to > score

    And add the remaining time value to the score.

    You could also enter time*10 or such things.

    Hope it helps! Good luck!

  • One thing you could try is to place a very small invisible object on the border of the ledge, then place precisely the origin of your character object so that it is correctly placed next to the ledge during the climb animation. For example, if your character is hanging to the ledge by his hands, place the origin on the characters' hands for this frame. Then just set the character's position to the invisible object's position as soon as he is attached to the ledge.

    I wouldn't bother to move the character's Y position while he is climbing if you have a climb animation. Adjusting the origin for each frame seems more consistent.

    Good luck!

  • Hi,

    It heavily depend on the type of game you want to make. IMO a local multiplayer is not always more difficult to do than a single player game. For example a one player shmup or 2 players shmup is the same difficulty.

    Is there any built-in templates close to the genre you're looking for in C2? If so, I'd suggest choosing a one-player template and then trying to add a second player.

    Good luck!

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  • I would pay for a native export addition, everything same as C2, with native export for PC, iOS, Android and Consoles.

    ps. We still have a broken Linux and MAC export since NWjs is bugged (fails to load, red bar) for those platforms for ages.

    Native or better export options are #1 on my wishlist by far. No way to export to consoles (Wii U excepted) is the biggest C2 flaw IMO.

    Better options for isometric games is #2 (on my wishlist).

  • Thanks for the link. I'll check with the technical guys if this is required.

  • gumshoe2029

    Thanks a lot for your concern, but I don't really need something 100% secure. I use this session ID just to figure out that the score of this game has already been injected in the database sooner. It isn't related to password or anything that need high security.

    But it is very possible that one day I'll need something cryptographically secure, so I'll refer to this post if it happens.

    Thanks again!

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Rable

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