hellwalker's Recent Forum Activity

  • err I see

    dunno any fix to that, sorry.

    I guess there might be some command line stuff you can add to shortcut to do that, but I dunno what it might be.

  • hm one more advantage of this technique would be patching.

    I mean if you do some tweaks or fixes and release new version, and .exe file was not immense because of all the graphics stored in it, you could just release small .exe file as a patch, and downloading whole game again would not be required each "Patch" was out.

  • Hello,

    each time I start Construct application its window is automatically maximized/resized in full screen. OK, then I can resize manually the window, but isn't possible to let the application in a standard size so that the user decides if to go in fullscreen? Or better, when the user close Construct in a certain window size and position and then restart it, Construct is in that size and position.

    Thanx

    STE

    Go to projects on your lower right corner, then in the upper right click Application 1

    if you look at the panel to your left, thats where the resolution and whether app will run maximized or full screen settings are.

    if you want to let player choose that stuff, you can use events. This tweaks are under "System" object.

  • I'm experiencing problem with this version, addition of just one sprite crashes game when run.

    so I made this exe file, just one sprite on a white background. Could any of you try running this file to see if there is a bug? I want to know if it's construct problem or something with my hardware/dx install?

    http://rapidshare.com/files/263192528/bug.exe.html

  • >

    > and I deleted old version. where can I get old Construct?

    >

    > url=http://sourceforge.net/projects/construct/files/]Behold, all the past versions are available here

    My thx, but is there no fix for this bug yet?

    [quote:1xfv1kwe]The more the merrier.

    Undoubtedly there will be tons of plugins eventually, and there will be some that most people will say "wtf is that here for?", but hey this is open source so each one adds in its own way. I'm just saying there's no point in whining over one that's been crippled by a more effective one.

    not that I want to get involved in this discussion, but if some plugin I was using broke with new stable version, I'd be disappointed

  • I can't run a project if it has even one Sprite object on it. Happened in 99.4 too.

    I even tried a silly fix of copying the functional Sprite plugins from 99.3, but same error.

    This bug is already on the tracker.

    I have the same problem

    and I deleted old version. where can I get old Construct?

    <img src="http://img13.imageshack.us/img13/66/87887744.jpg">

  • I think I was misunderstood. when I said uncompressed .png I meant the way construct stores sprites in .cap file. At least the way I read on this forum, It stores image as uncompressed .png thus making .cap file pretty big when working with high res pictures.

    So my idea was to store this images externally in compressed format, be it .jpg,.png or .dds. then use load frame event to load image into game.

    And DDS is good alternative to both jpg and png, its well compressed, stores alpha channels, mipmaps etc and does not reduce quality as highly compressed jpg. I have not tested dds with construct to see what features are supported, but dds is used in many 3D games with great success.

    Dunno how it will perform in 2d game, most of its features have to do with 3d space. [like mipmap?]

  • DDS is cool alternative to jpg, its small, fast and has lots of cool features.

    I messed with it some when playing around with morrowind editor.

  • Why would you would want to use lossy jpg's is beyond me. If anything this will slow your game down more than speed it up. Png's are pretty small to begin with, so I don't know what you are worried about.

    uncompressed png stuff, I mean that image that is 200kb in jpg sometimes makes .cap 2~3mb larger.

    I'm working on a game with a bit highres images, kind of painted 2d backgrounds, 3d renders etc, not pixelated look. and I also want to make game playable on as low end pc-s as possible so..

  • Ok, what I want to find out is, does it actually optimize anything.

    what I want to do is, build the level normally and when it's ready to be published.

    I want to replace all the graphics added in game with invisible one pixel[or original size transparent if this will sabotage placement] image, then create event sheet that will load graphics to sprites using load frame function. I mean to do this for static imagery.

    the obvious advantages I see are:

    Less overall size of the game, [if you have all your graphics as external .jpg or .dds], easier to download and digitally distribute. [size loss should be huge the way I see it, as .cap files grow pretty big with its uncompressed .png sprites]

    Less size of .exe file, if that Actually gives any ram or speed boost.

    The disadvantages:

    Your graphic files are open to public, especially if you use .jpg

    Will be hard to make any changes to level after this

    more tedious repetitive work to do

    there are probably more to both lists but thats what I want to find out.

    What differences are there for pre loaded spire and load frame function loaded graphics? any collision or layout loading time problems? any other disadvatages?

    thx in advance

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  • I'm still laughing about Sony Conference, their wiimo... New motion controller looked like a sex toy

    I liked AC2, Dante's Inferno, Kotor, Brutal Metal [it's from Grim Fandango Author!], I was disappointed that they never showed Beyond Good and Evil 2. That was the sole reason I watched Ubi conference at 4AM.

    and boy it was one sucky press conference

  • voted

    although I was tempted to vote for scumm too.

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hellwalker

Member since 17 May, 2009

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