ranma's Recent Forum Activity

  • Maybe a better option would be to zip them and unzip at runtime. Possibly even adding something so that Construct could do this.

    PNGs allready applies loosless compression, so (actual example) a 158kB PNG zipped weighs 158kB so there's no point other than to enlarge the app filesize yet more by including the zip/unzip plugin pointless, sadly.

  • I'm confused as to why you would even want to do that

    five 400x300 portraits in PNG = about 750kB

    five 400x300 portraits in JPG = about 85kB

    that's why, deadeye (it's rhyming day!)

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  • You tell me!

    deadeye just did

  • Can't you store them in the resources tab where the icon is kept?

    and how do you read jpegs stored this way back into a sprite animation?

  • I just came from bathroom

    And don't get me wrong im not paranoid or something, just though you want to steal scirra logo thats all.

    now that's being paranoid

  • Eh, I'll upload it anyway.

    great! thanks!

    What? Firstly you made mmo so quickly?

    I did not say we finished it and think again, isn't construct MADE for making games quickly?

    Secondly why do you need logo?

    as I said to credit scirra / construct

    Also there is no internet plugin (only available through python).

    so where's the problem then?

    I smell something fishy...

    smell again it may be you

    cheers guys and happy constructing!

  • Hello Ashley!

    Currently at my company we are developing a mmo game with construct. It will be relased soon and I have a favor to ask. If you could post Scirra / Construct logo somewer preferably in some vector format it would be great Thanks in advance.

  • Who in their right mind would use JPG?

    anyone who has at least 20 photographs in their game and wants to make the game small in size

  • The .cap file stores uncompressed data, but when you export, all images are compressed as lossless PNGs. So you should get pretty good filesizes already

    saving as lossless pngs is not compressing

    I have some photos (something like player avatars) in my game and I think they would weigh less if they were compressed as jpegs in runtime, than they weigh now as pngs. just a suggestion

    and yes, the filesizes are

    really small

  • I'd like to suggest something to (what I think) make construct even more superb

    How about image/texture compression in runtime? If you could make an option (preferably in the picture editor) that allows you to set image's export quality (ie. png, jpeg, and in case of jpeg allows you to set it's export quality). Of course the cap file would still contain the uncompressed images, but you could significally reduce the exported exe's size.

    Also a little correction to the system object. I believe that in "pad number with zeroes" expression, should be "zeros" not "zeroes". But how bad is my english to make such corrections...

  • To all of you wetting over the custom shape masks in the new physics engine, I would like to remind you:

    [quote:2acb9ldo]as well as the possibility of new features (such as custom shaped collision masks)

    t does not mean, that in this version of construct you can actually use the custom shape masks

  • thanks for the great update, now construct runs fine for me (the visual studio problem guy

    I have a question though. it's about setting a colour filter where you can choose from colour palette or choose your own colour. well this does not work for me, when i press the "set color" button i get the message "an unsupported operation was attempted". I think it has something to do with non-english environment which I work on. the set color button is "Ustaw kolor" in my version of windows / construct (polish one) and I think it does not work because of that. I also noticed that sometimes pixel shader effects don't preview correctly, text object with blur horizontal + blur vertical + hdr tonemapping in particullar previews correctly until save / reload. then the text object with these pixel shader effects preview blurry. but again great update and keep up the good work! cheers

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ranma

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