RayKst's Recent Forum Activity

  • Yeah the guy surely is a master

  • Ok, nice

  • Had a problem: Deleted a sprite , from scene , then from object types. Closed the project . When reopened it crashed : The event related to that sprite was not erased, so C2 complained that could not find it. Did i do something wrong when removing the sprite ?

    Other thing : C2 sometimes crashes when changing active layer : Something about properties refresh.

  • Basically there's two ways of setting up an animated sprite : importing separated images, while the engine assemblies them internally in a spritesheet storing the frame rects , or importing a spritesheet and and finding these frame rects either manually by the user, or automatically by the engine. I don't know if old C1 already did it this way exactly . But from what i remember , the spritesheet importing part wasn't very flexible since you could only define a fixed frame rect like 32x32 to cut the spritesheet.

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  • Just tested it. Awesome !! The new drag and drop of sprites is very convenient and a huge time saver. The new 8 direction behavior is very nice too with smooth turnings and rotations ,

    well done

    Had a crash once when i had the active layer blocked, then drag and dropped a sprite, when tried to change it's layer to a non-blocked one it raised an exception. But couldn't reproduce it after trying again. It's something isolated so it's not critical. Great additions , waiting for animated sprites

  • Most wanted for me:

    Basics done , animations and etc.

    WebGL exporter (damn microsoft )

    Direct3d or OpengGL exporter

  • Yeah , that would be well received, though i'm much more excited with Html5/WebGL these days. I'm struggling to even draw a image on screen using raw WebGL but it's lots of fun

    For a exporting to flash there's two good options : Use high level engines like Flixel or Flashpunk. Both have API's fairly compative with Construct one. Mainly Flashpunk.

  • Of course not

    It'll look awesome with Construct logo below

  • Made a more good-looking html for the game canvas. It features auto-positioning of the canvas in center of screen with some jQuery. Could be useful

    <!DOCTYPE html>
    <html>
    <head>
    	<title>New project</title>
        <meta charset="UTF-8" />
    
    	<style type="text/css">
    		canvas { border: 1px solid black; }
    		
    		body
    		{
    			background: #000;
    		}
    
    		#canvasBox
    		{
    			background: #616161;
    			border: 1px solid #8F8F8F;
    			padding: 15px;
    			-moz-border-radius: 10px;
    			-webkit-border-radius: 10px;
    			border-radius: 10px;
    	
    		}
    		
    		#canvasNotSupportedBox
    		{
    			font-family: "arial";
    			font-size: 12px;
    			text-align: center;
    			background: #818181;
    			
    			color: #fff;
    			padding: 1em;
    			
    			
    		}
    		
    	</style>
    
    	<script type="text/javascript" src="jquery-1.4.4.min.js"></script>
    
    	<script type="text/javascript" src="c2runtime.js"></script>
    	
    
        <script type="text/javascript">
    
    		$(document).ready(function ()
            {
    			pinCanvasOnCenter();
    			
                var project = new cr.runtime(document.getElementById("c2canvas"));
    
                project.load();
                project.go();
            });
        </script>
    	
    	<script id="pinCanvasOnCenterScreenScript" type="text/javascript">
    		
    		$(window).load(function(){
    
    			pinCanvasOnCenter();
    
    		});
    
    		$(window).resize(function(){
    			
    			
    			pinCanvasOnCenter();
    
    		});
    
    		$(window).resize();
    
    		function pinCanvasOnCenter()
    		{
    			$('#canvasBox').css({
    				
    				position: 'absolute',
    				left: ($(window).width() - $('#canvasBox').outerWidth()) / 2,
    				top:  ($(window).height() - $('#canvasBox').outerHeight()) / 2
    			
    			});
    		}
    	
    	</script>
    </head> 
     
    <body> 
    	<div id="canvasBox">
    
    		<canvas id="c2canvas" width="640" height="480">
    		
    			<div id="canvasNotSupportedBox">
    				
    				Sorry, your browser doesn't support Canvas!<br/>
    				<br/>
    				Please try with:
    				<a href="http://www.google.com/chrome">Chrome 9+</a> 
    				<a href="http://www.mozilla.com/en-US/firefox/fx/">Firefox 4+</a> 
    				<a href="http://nightly.webkit.org/">Safari 10.6+</a>
    			
    			</div>
    		</div>
    
    	</div>
    </body> 
    </html> 
    
    [/code:y0i4pa0j]
  • A good level editor imo opinion would be : You have at least three tools : Hand, Pencil and Eraser. To handle the tile part a new plugin would be created example : Tilemap, or Spritemap that is derived from sprite, but with the ability to draw only a part of it. You then could select the part from the tilemap and draw with Pencil, erase with Eraser and move with Hand. (erase with right mouse would be good too). This drawing would be snapped to a grid or free. This could be even better if the Pencil and Eraser would serve for drawing Sprites too. So it's a hybrid system , tile based and free positioning based like it is now. It's only a rough idea but could work. And it would not require a complete rewrite of the current system but would be an extension of it

  • Impressive. I already knew of this project, it's from the same creators of Blitzmax and Blitz3D. The IDE is very similar to the Blitzmax IDE. The docs for a first release are already quite good with some interesting examples. Interesting and bold project indeed

  • Man, does HTML5 really need this level of hardware to run at constant 60FPS with lots of sprites and effects ?

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RayKst

Member since 22 Jul, 2009

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