FredFors's Recent Forum Activity

  • Ashley BluePhaze Yes, sorry about that. Its not very clear in the capx provided, nor how i formulated my issue, but what if i have 20 different objects (with different behaviors, settings and events linked to each), but they all use the same tilesheet? Thats my issue.

    Lets say i have 20 tree objects in this project. Each tree rotates around seperate circular shapes, some of these trees are moving constantly (up or down), some never move, and some are moving based on triggered events or periodically. All of the objects are behaving different in some way - but they could all use the same tilesheet (ie. they look the same).

    If the tree was a static art asset i would of course just create 1 object and create instances of that object throughout the level.

    I've for sure missed something very crucial during my time with this tool, because there has to be a better way of doing it. So my apologies for these rather basic questions.

  • Gah, i was one search away i guess. My apologies for that - and thank you!

    *Edit: One thing though. If i have 20 objects that are the same, and using the same tilesheet - why does it have to create 80 tilesheets? That just adds to the size of the project, when it can simply use the same 4 tilesheets that are generated.

    .capx - updated capx for reference. There are 4 trees present, they all use the same tilesheet. Upon export, they generate 16 tilesheets - even though 4 would be enough. Is there a way of using only those 4? Kyatric

  • Hello. I'm currently optimizing a little game i'm working on, and i got a few questions regarding how C2 handles graphical assets upon exporting it for web use.

    I resolved the original question, but have an updated issue:

    If i have 20 objects that are the same, and using the same tilesheet - why does it have to create 80 tilesheets? That just adds to the size of the project, when it can simply use the same 4 tilesheets that are generated.

    .capx - updated capx for reference. There are 4 trees present, they all use the same tilesheet. Upon export, they generate 16 tilesheets - even though 4 would be enough. Is there a way of using only those 4?

  • Very nice collection of information!

  • A Villain's Demise - Added to Kongregate today.

    100-300 plays

  • Beautiful art direction ! I envy you!

    Thanks for your kind words!

    Another little update on the game. It is now live over at Kongregate! Be sure to check it out, and ratings are greatly appreciated.

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  • Ahh, thanks!

    Here's the result by the way. Just a simple image centered, and an altered bg color :)

  • Hello!

    I'm trying to figure out how to create a custom background image, to put behind the HTML5 Web exported project on a website.

    Its probably just a simple snippet of code needed. I've tried different things, but cant seem to get it right.

    I've been editing the index file of the exported project - where I've managed to set the background color correctly, but cant put my image centered and behind the game window itself.

    Edit*

    I feel stupid now, I was putting my code in the wrong place. The code needed was:

    <style type="text/css">

    body { background-image:url(imagename.PNG); background-position:center top; background-repeat:no-repeat }

    </style>

    withing the body section of the index file.

  • Hello,

    I'm looking for someone with the technical skills/expertise needed to create a third party plugin for Construct 2, targeted to a simple, specific API.

    It is not too extensive, and only related to Highscores (and potentially Billing and Virtual currency). All documentation regarding the target API will be made available, and further support provided.

    We're looking at a $200-500 USD compensation for the work.

    Send me a PM or an e-mail at fredrik(at)monomanio.com if you're interested!

  • thehen - Just wanted to say that I've done some massive changes to the game, very much based off your feedback!

    Check it out over at Clay.io

  • Ahhh this is so good, really addicted. I've filled up the high-score table haha.

    Some constructive observations:

    - I'd like to see the weapons 'power up' before firing so I can be more strategic where I jump. A purpley red glow that gets brighter just before firing would fit in nicely with your palette, whilst still drawing attention to them.

    - I found slowing down time to be more inhibitive so I never used it. With the purpose of jumping continuously, you're always looking to jump on the next platform, but this slows them down. I'd lose that ability personally.

    - To add urgency to having only one life, if the UI could throb and some sound plays. I could see myself jumping around in a frenzied panic if that happened.

    - There's a deep satisfaction in nearly dying and then being able to get back to full life. I think you could play on that if you spawned more life pickups when on low life.

    - I found myself going from three lives to none very quickly if getting hit by a lot of stuff at once. Adding a longer period of invincibility after getting hit should fix that.

    Really great game, I got properly sucked in :)

    Thanks for the feedback! I'm gonna go straight to work altering it based on your feedback.

    The time-slow seems to be counter-intuitive indeed. It was something i added towards the end of the jam, just to have "a cool feature", and the game wasnt really balanced around it at all. It feels "slap-on", and i dont use it myself - which should have triggered me to remove it or alter it!

    Will upload an updated version later today!

  • Just a heads up!

    The game has been slightly improved and balanced, and is now playable over at Clay.io! Check it out, it supports achievements and leaderboards!

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FredFors

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