signaljacker's Recent Forum Activity

  • Wow, ok - that's actually pretty disheartening. I had no idea it was that bad. I really hope they can fix those issues. I'm already pretty far along with the mechanics of my project and was about to really get into the asset creation - do you think it would be folly to continue? I don't want to put all the effort in and then not be able to publish properly, I might as well jump ship to unity of that's how it's going to be I absolutely love the workflow of Construct though.

  • Hi all, I know there are a lot of users on here who are publishing games to phones/tablets etc but after completing a bunch of smaller projects I'm wanting something more ambitious, not hindered as much by the various limitations of such systems. If I'm aiming to release a game for desktop only - what are some things to consider? If I want to publish the game as an exe I assume it is wrapped with a browser (Chrome?), but will it try to wrap all of the assets into this exe (which would be HUGE) or will it dynamically load images/sounds etc - or is that something I will need to set up manually? Has anyone who has published a desktop only game got any tips for how the development process differs from browser/tablet games? Also, if the game is wrapped in a browser does this mean that there is cross-platform support eg for Mac/Linux? How reliable is this - I would assume if it's running in the same browser it should be identical no matter the OS, but is that a dangerous assumption? Thanks!

  • Happens to me too - seems to improve if I split the debugger over my second monitor and run the game on my primary though. Still not accurate for things like FPS - debugger seems to add a lot of overhead.

  • Just chiming in that this is a great piece of software for game design on the go. The tiling feature is very useful. The dev is also really responsive I made a couple of suggestions in a post he made on reddit and he had them implemented and a new version out in a couple of days. It's looking to be the most full featured pixel editor/animator on android for sure. Prior to this I was using the curiously titled "Let's 8-Bit art" for my art/animations which is pretty great too - but Pixly looks like it will blow it out of the water.

  • Snatcher is fantastic, it's actually one of my favourite Kojima games - it really has his style all over it and it holds up remarkably well today. It's well worth checking out Policenauts also by Kojima if you enjoyed Snatcher, there was a fan translation completed a few years back.

  • If you click on an audio file in the projects window and then take a look at its properties - there is a "timescale audio" feature - which is off by default (I think) - if you set it to on it will conform to global timescaling.

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  • Thanks heaps! Works like a charm.

  • Hi, this is probably something really basic - I've got a sprite with the timer behaviour attached and an instance variable that is meant to control the timer on a per-instance basis. The timer toggles a boolean variable which in turn switches between a frame on the sprite. I want these to switch on and off at different rates dictated by the instance variable blinktime. When I test the layout, at first it appears to work - I have 3 instances set up with 1, 2 and 3 set up for the blink time and each one blinks on as needed - but instead of looping on and off at the designated time, the instances then seem to sync and the timing goes a bit weird. Can anyone take a quick look at this and let me know what I'm doing wrong? I figure it's something to do with "for each" but I can't quite put my finger on it.

    link to capx

    https://dl.dropboxusercontent.com/u/703 ... inker.capx

  • > Even though Flash has a skeletal animation system you won't be able to use it in construct, instead you will need to export each frame as a separate image...[ ]

    >

    Small correction: Flash CC and CC2014 no longer have any bones - the skeletal animation system was removed due to the shoddy implementation. And only the latest version of Flash has a good graph editor.

    You also do not have to use Flash to draw your character parts for later use in Spriter - any app that you can draw in can provide those, including InkScape, Illustrator, Krita, Photoline, etc. As long as those parts can be converted to bitmap cut-outs for import in Spriter.

    Cheers, I didn't know that Adobe had removed it - haven't checked Flash out for a while - seems like a step backwards, but it's true that the skeletal animation system in Flash did leave a lot to be desired and it was difficult to get a nice workflow going with it.

  • Studio One has a free version. I haven't tried it but apparently it's pretty full-featured for an entry-level DAW https://shop.presonus.com/products/studio-one-prods/Studio-One-Free I use a combination of Renoise and Reaper, both of which are reasonably priced but have a significant learning curve.

  • famekrafts you you need to create the art in either flash or photoshop first and then import it into Spriter (and if you create it in Flash you'll have to export it as a raster image as spriter doesn't support vector graphics yet as far as I know). It's basically an animation tool, not a drawing tool. Flash is far more advanced, but is really for different purposes than Spriter.

  • It really depends what you need. Photoshop, Flash and Spriter are three completely different programs with little overlap. Photoshop is primarily for raster image design/manipulation. Flash is a development environment with a robust vector graphics and animation engine and spriter is primarily for skeletal 2d animation aimed at games.

    The advantages for using something like Spriter instead of Flash or Photoshop in your game is huge though. Even though Flash has a skeletal animation system you won't be able to use it in construct, instead you will need to export each frame as a separate image and import them into construct (for smooth/complex animations this will put your VRAM usage through the roof), with spriter however you build up a character say from several small parts and then spriter itself manipulates these so the VRAM footprint is miniscule in comparison (comprising only of the few images making up a character for instance). There are other advantages too, as the spriter plugin is integrated into the Construct engine you can blend animations and the animations will also react correctly to time-scaling - allowing for some very polished effects.

    Basically, if you want polished, complex animations in your construct game that aren't pre-drawn/rendered and which react correctly to the game environment Spriter is pretty much a must have.

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signaljacker

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