Mike at BrashMonkey's Recent Forum Activity

  • No, this is totally unrelated to Spriter.

    I use rectangle (mask) sprites to control the player controlled platformer objects, but I dont want have to resort to using two sprites for every single enemy in a level.

    I'm satisfied that the image points will b e fixed and will use tricks to get around the collision shape limitations as well.

  • Thanks for the clear explaination, Ashley. That does sound like a worthwhile optimization for most games with lots of sprites checking for collisions. being able to place image points outside the bounding box was the most important to me.

    Please though, if there's no good reason, it would be hugely helpful to be able to put even the origin outside the bounding box..there are several animations in my current game project which require this.

  • Great looking game! Awesome job.

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  • Thanks shinkan. Its great to hear that its a known bug. I was quite worried that was an intended change, which would have been a horrible idea.

  • Says who, and for what reason? its just x,y coordinates, not pixels. There is NO reason it could ever be considered invalid.

  • thanks Ashley! I'll email them tonight!

  • Either make the whole game run at a very low res-in a small window size and use point sampling, or use an art program to upscale the images to bigger sizes without filtering. you want "nearest neighbor scaling" or I think in Photoshop scaling while in indexed color mode uses this method...

    If the whole game is designed to be low-res, I suggest you go the first rout I mentioned..its much more authentic and wastes way less resources.

  • sadly I stand corrected..no idea why, but once I used the web object to make the game run in full screen mode the frame-rate is now drastically worse than in any browser!

    It was running fantastic in actual resolution..simply scaling the game window to fill the screen should have definately not had such a devistating impact on frame-rate.. It got so bad my platformer character fell through the floor repeatedly while doing his stomp move. (moving vertically at high speeds). This never happens in a browser.

    any ideas :(

  • Again, I dont think you are understanding what I'm talking about.

    So, you don't mind giant wasteful areas of blank space around each frame of each animation, hogging precious load-time and resources..hurting your frame rate etc?

    Ideally Construct2 would have a project-wide "crop aLL frame images to remove unused space" option that users could use once when the game was finished in order to optimize WITHOUT ruining any image point locations OR collision shapes.

    It is rediculuosly simple math to keep the correct position for image points and for collision shapes while cropping. That is no excuse.

  • I think we're talking about two differnt things. You do want to crop all your sprite frames when you're done to save texture space, memory, file-space, load-time etc right?

    If so, you dont want this to RUIN half of your image points and collision shapes and ruin your game, right?

    Is it me, or does cropping currently ruin the shape of collision polys and image points if they are outside the "safe area" where theres actually image.

  • Great. thanks. Construct 2 just keeps getting more and more...(darn..I was gonna say awesome....) Fantastic!

  • Hi everyone,

    Sorry to be a drama queen. I love Construct2 beyone belief and think most of it is designed flawlessly.

    It's just killing me that it seems I have to leave images with massive padding around them if I want image points or collision poly shapes to be outside the actual used pixel area of a Sprite image.

    Am I missing something? To me, this is an insanely arbrirtay and horribly wastefull issue in an otherwise brilliant tool.

    Please tell me I'm just doing something wrong. :(

    Thanks,

    Mike

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Mike at BrashMonkey

Member since 16 Oct, 2010

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