peopleFission's Recent Forum Activity

  • I think this is a great question, respectfully and fairly put.

    I am 150 hrs into my first C2 project and while I am really positive about C2, deployment to android is inelegant to say the least, and the performance of the Intel XDK output just isn't fit for purpose (I've been trying for three days to get 'missing' images rendered in production even though the game runs flawlessly in C2 and the XDK emulator [simulator]).

    I'd really appreciate reading/knowing more about C2's roadmap in this area and the views of the veteran developers.

    EDIT: Just realised, this is more of a question about C3, I guess!

  • I might be having problems similar to yours, notnsane, though it's hard to say.

    My game uses the sprite object 'load image from URL'. The files are actually local to the project, a handful of imported jpgs. Everything works fine in C2. The images are found, loaded and rendered immediately when they should.

    I export as Cordova and load the project into Intel XDK, where everything is present and the game runs fine and the images load on all the emulated devices I tried.

    I build the apk and install on my S2 and Nexus 10. The images are never shown. No corruption or placeholders or anything, just an absence of the images where they should be clearly present.

    This is my first project of maybe 200hrs; just bought the £80 C2 license (with intent to deploy to Android). Kinda pissed off (not that I hold C2 directly to blame (notwithstanding the absence of a native export-to-apk feature)).

    Extra bit of history: at first the images didn't show in the XDK emulators either, just C2, but I tracked that issue down to how I was forming the URL for the images. In C2, using "\" to prefix the filename (as per many - though not all - standards) was handled properly. Intel XDK didn't like it. I do wonder if there's some sort of magic I need to wield, path/filename wise for the apk version.

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  • Been tinkering for a few hours.

    I'm pretty sure the answers are:

    1) All resizing/rescaling uses the original loaded image raster or original frame raster each time.

    2) No, original rasters of loaded images and frames are not affected by making changes in other frames.

    But my answers are based on visual inspection (using images that should give the game away).

  • Hello,

    Firstly, a big thumbs up for Construct 2, which has impressed me greatly so far.

    I'm using sprites to display image files in external folders using the load URL method of the sprite object.

    The nature of the images involved makes it very hard for me to answer my own question by visual inspection so I'd like to know:

    1) When resizing a sprite for say, the second time (to a third height/width, therefore), is the newly-sized sprite image derived from the original source image or the image created by the first resizing?

    2) When setting multiple frames of a sprite to different external images using the load URL method and electing to resize the sprite to match the dimensions of the new image, does this overall-resizing of the sprite affect the 'source image data' for the other frames?

    I set instance variables on the sprite to track the dimensions each frame would need to display the external image 1:1 and full size as per the source when i switch to it, but I'm not sure if, when the sprite is necessarily resized by the load URL method for a given frame, it interferes with the images previously inserted to other frames.

    3) Would it be a worthwhile idea to tweak the sprite object so that we could choose to create instances that don't share frame data? The implied feature of the status quo - reducing memory costs - is obviously very useful but I think it'd be just as useful to have the ability to set a sprite instance to 'solo mode', especially when working with the fairly limited tools to make use of external files.

    I'd really appreciate your insights.

  • Necrobump!

    I'm just starting out with C2 and noticed this immediately (while implementing a work around for touch triggers firing ~simultaneously). Please address.

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peopleFission

Member since 19 Feb, 2015

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