BadMario's Recent Forum Activity

  • Routine and stable for some, unstable and downright wasteful time wise for others.

    That is why updates should be done when the end user wants to do them ( Construct 2 worked that way )

    It has always been a sort of a golden rule with professionals. NEVER, EVER update anything mid project

  • Auto updates have always been a horrible idea, probably the worst idea in history of software development.

    It has caused huge and numerous problems in the past and still keeps on giving, most notably in the past with Apple OS components and iTunes updates making PC programs unuseable ( because they relied on quicktime ), Windows 10 problems too numerous to mention here, and obviously with Construct 3. Win 7 and 8 and XP before never had these problems

    Construct 2 has been working without problems for years, maybe a bug here and there , but nothing that would actually make me lose work. Construct 3 on the other hand seems to make itself unuseable with every update. For me anyway.

    With every update you roll the dice.

    If your machine is working today, it will still work 5 years from now too if you don't change anything.

    Similar thing happened a while back to me, now it happened with browser version ( and yeah, just auto-updated even though I said not now ).

    Short answer, you have to use browser version until ( if ) this gets resolved.

    I was never able to use desktop version again.

    I cannot open any of my Construct 2 files in Construct 3 now

    I can open them if using Firefox, but then I get failed to open preview error.

    This has been going on for me since Chrome version included save to disk feature by default.

    I can open files in version 210, before this "feature" was added

    I still develop in Construct 2, then use Construct 3 for exports and right now only r210 works ( browser )

  • You can find it somewhere if you do a search for PNGoo, but since it is basically a GUI for this https://pngquant.org/ and can be downloaded from different sites be careful from where you download it so you don't get some malware with it.

    I got mine a long time ago, so don't remember where exactly

    Edit: Just noticed there is a link to PNGoo and other GUIs on that page.

  • just compress your graphics on our own, if you want to?

    I always do

    You can also already apply lossy compression if you want - just recompress the exported spritesheet images after export using your own tools. So you can basically do it already manually.

    I believe this is what the original post was referring to. I tried it. Using a 20 MB game as an example, using recompress images in Construct 3 I end up with about 18 MB, using PNGoo separately I get only about 8 MB

    That is the difference the original post was talking about. That it would be more convenient to have that kind of compression in Construct 3

    Anyway, I always recompress using PNGoo anyway. File size savings are too good not to use it.

    One issue though is when building APK, you cannot recompress with a 3rd party tool as it generates a finished APK file so you end up with a needlessly huge file size. Or am I wrong here.

    ( I have not really playede with APK exports here, so if I am wrong please correct me )

  • There will be a much bigger difference due to all the display variations out there than the actual compression, so I believe artists are out of luck here. No matter what they do it will look different on different screens.

    In the end, what is more important, being able to add twice as many animation frames and having more and smoother animations, or possibly risk some color variations because of compression, that 3 people somewhere may or may not notice.

    We do the same with audio in Construct. It is compressed, so why not graphics? Some people care more about audio actually ( I care at least as much ).

    Ideally ( if possible ) give people options, from what's currently in Construct to more severe compression.

  • I think he did answer it. You should never publish your game with that setting, that includes HTML exports.

    Unlimited frame setting is for testing purpose only.

  • For all practical purposes It is if no other humans can see the difference.

    Nothing wrong with lossy compression. Flash used jpg and looked just fine

    When hawks and eagles evolve hands and start playing games, then that will become an issue for sure.

  • Try PNGoo.

    I use it and also get at least 50% reduction and no loss of quality as far as I can see even though it uses pngquant which is lossy compression

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  • If you have an instance variable on and then set that to 0 or 1 depending on whether light is ON, ( set to 0 if OFF )

    You can go through all of them and add them up with

    System> for each> light

    Add light.on to your global total variable

    To turn the next light in line, yeas, I guess you could have an ID instance variable, then when you click light with instance variable of ID+1, or just pick the closest to the one clicked if that is how it is supposed to work

  • Why not just have a simple text under start game button. By clicking play you consent to possible use of cookies and, bla, bla, bla.

    And takes care of any current or future requirements imposed on us by mostly clueless ad corporations.

    Nobody reads that crap anyway, but it should cover the requirements

  • How about keeping dpi at 72 and doubling the resolution ( double the pixel size ) then resize/scale down in Construct.

    More RAM used, but maybe gets rid of the problem

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BadMario

Member since 3 Sep, 2015

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