Rayek's Recent Forum Activity

  • Gravit is a good example of a (new) browser-based app. It works fine for smaller and medium-sized projects, but with more complex designs it starts lagging and slowing down - in particular the viewport performance.

    When I opened the same files in desktop applications such as Illustrator, PhotoLine, Inkscape, Affinity Designer: no problems.

    No matter how you put it, the browser shell is going to slow things down compared to a native desktop application.

    Of course, whether C3 will ever hit that ceiling is a different matter.

    > - When your subscription ends, you have full access until the date your next billing was meant to be taken

    > - Free edition will be able to open any project in read-only mode.

    > - Exported games will not be affected in any way at all

    > - Your assets are yours, you can save them locally or in the cloud - up to you. We would never hold your exported game or game assets hostage.

    > - Details about checks are not something we talk about too openly for obvious reasons, but we've always focused on making it invisible and painless for legitimate customers. We're confident there's not going to be any issues for anyone.

    >

    Thank you for clarifying.

    The more I learn about the deal, the more I feel like Lando

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    Meanwhile clickteam fusion 3 devs are like

    https://s-media-cache-ak0.pinimg.com/73 ... 8931e5.jpg

    I think I will stick with construct 2 and buy a lifetime Fusion 3 license instead of renting construct 3 for a year.

    I will also stop using construct after a while, because it is becoming obvious that all the new features will be developed for the rentware version

    I am ok with the web interface. The license terms are a deal breaker for me

    I agree with Blurymind. The rental scheme is completely unacceptable to me as well. Godot and Fusion3, here I come! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • blurymind Thanks. I will be switching from C2 to something else (due to the C3 rental model). You're on the Blenderartist forums as well. aren't you?

  • Just noticed this only now - purchased! I started work on Blender rendered sprites, and wasn't looking forward to setting up all the cameras. This will save me a LOT of time. Thanks!

    >

    > > MY GOSH LOOOOOL buildobox is so crazy expensive XD even my 3dsmax or photoshop are less expensive than that i definitely stay with cnstruct 2 & 3

    > >

    >

    > Their pricing is similar to Unity's pricing for a license that doesn't require Unity branding or a revenue cap.

    >

    Which is a crazy high price for a 2d game creator that doesn't do half of what Unity provides.

    Gotta love that timeline with curve control, though. I am beginning to understand why the Unity developers are shouting out loud that Unity is getting a timeline - they HAVE to, seeing the competition is heating up.

    A timeline like that makes a lot of things so much simpler to achieve. That is the one major thing Construct 2 is missing at this point for me. It is the main reason I've been doing some exploring in competing game dev software.

    Again, (I sound like a stuck record player I pray on my knees for a proper timeline with a graph editor in Construct 3. I can't quite see the point of a new game editor without one anymore.

    Hopefully we'll find out in a few hours

  • The overhead is around ~60mb with default compression settings - less if you use specialist compression tools like RAR. So if you're worried about the download size, that's a more realistic overhead. If you're worried about the size on disk, why? Modern desktop systems have hundreds of gigabytes of storage.

    In my view this doesn't matter. If you're making a small, casual game, why not just put it in the browser? If you're making a larger game, 60mb isn't much, especially when modern PC games are tens of gigabytes big.

    I started doing this stuff in 8-bit times, and Construct's rather large overhead for small scale desktop games never sat right with me. After playing around in Godot I do see the point of native exporters in this regard.

    Mind, I see the advantages of Construct's approach. But I really think file size, the browser wrapper, and the need to rely on third-party tools to convert the project to work on desktop and mobile platforms are the main downsides when working on smaller games in Construct. I agree it doesn't matter that much when developing medium and larger sized games with a relative large amount of media assets.

    I do not agree with your point about small games. I do not want to rely on a browser platform to release a game, and the additional file size overhead for mobile devices is a bit painful to swallow compared to other engines and dev environments that I have been checking out lately. I think it is just one natural caveat of Construct's export workflow - offset by other advantages, of course.

    Having said that, it's kinda nice to see a similar small project in Godot be compiled to ~17mb<->24mb, and after compressing the resulting file is ~3.8mb up to ~6mb (platform dependent) versus the compressed ~36mb of the Construct version that blows up to a whopping ~120 up to 180mb depending on the platform.

    Anyway...

    I admit I might be making a mountain out of a molehill. More importantly, I sincerely hope for Construct 3 to have a proper timeline. That's really the main reason why I have been checking out the competition these past few months. Crossing fingers

  • I have been trying to work at creating pixel art. I usually start by drawing out a rough outline of whatever it is I am 'trying' to make on regular paper, then I will transfer it over to grid paper where I can see the squares easily and fill them in as needed and desired. Then I will usually scan the page using my scanner and load it into GIMP.

    I am not an artist, and this seems to work okay for me. I have yet to create anything I like enough to put into any of the games I am making, but I hope to get better and good enough for the retro styled games I like making.

    I used to use the same workflow when I first created sprites and graphic blocks on the Commodore 64 - back in 1983!!!

    Nowadays you are really shooting yourself in the foot working that way. Yes, sketching on paper is still very valuable, but actually using grid paper to pencil in squares? Crazy!

    Why not use a dedicated pixel art package? Saves you LOTS of time.

    Popular options are:

    Cosmigo Pro Motion

    GraphicsGale https://graphicsgale.com/us/

    AseSprite https://www.aseprite.org/

    Moai

    Or Krita (although not specialized for pixelart): https://krita.org/en/

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    http://ludumdare.com/compo/2015/08/22/h ... pixel-art/

  • Rayek Thank you, I wasn't aware of Krista, but it seems like it would work great with my Canon 220 scanner.

    I usually work in pixel art but have recently been working in a style similar to that of the French artist Hergé, famous for the Tintin comic book series. Krista seems to be more than capable for the simple line and block colour artwork I produce, however I was slightly confused about saving as a .kra and whether that would be compatible with most game engines.

    Many thanks

    KnivetonStudios

    Krita (not Krista!) saves its native source files as *.kra.

    A *.kra file retains all of Krita's functionality, and is of course not compatible with game engines. To open your files in a game engine, save your file as *png, *psd, *tga, *jpg, etcetera. It depends on the type of asset and the game engine, of course. Png is a safe bet.

  • I've been experimenting with other game engines lately, and I do feel that this is one aspect of a native exporter that is advantageous. Having your game come out at Construct's 130mb (Windows) up to 180mb(!) (Mac) versus Godot's ~20mb (both Mac and Windows) is somewhat painful.

    Don't take me wrong: I love working in Construct. Still, after trying out other engines in the past few months I am starting to see definite advantages of a native platform export option without having to rely anymore on a third-party browser wrapper to run my games.

    Also frustrating at times is that the NW.js export will not allow us to export for one particular platform only. It generates 5 versions, which I think is unnecessary.

    For my next few projects I am planning to use Construct when web-only output is required. For the desktop platforms I am strongly considering to make the switch to Godot. It depends a bit on the upcoming news on Construct 3. I still have a couple of months before I start work on the next desktop project.

    I hope i'm not too late but Ashley can i suggest a better visual support for Spriter?

    Like we can interact the editor and spriter files.

    Spriter has become a very popular animation program used for C2, it will be great if we can do so.

    That is exactly one of the primary issues when depending on third-party plugins instead of providing such core functionality built-in. I mentioned before that a built-in timeline is rather essential to have (especially seeing most of the competition offers built-in timelines).

    Godot and other game dev software even have IK-animated characters as part of their core feature set, and that means no issues in regards to (visual) integration in those editors.

    I certainly hope that C3 will include a proper timeline with nested timelines that allows us to at least control transformation, variables, events, path-based animation, and properties. If not, I am unsure I will update to C3, and will probably continue with (free) alternatives that do support this core feature for my upcoming projects.

    Wednesday, right?

  • In case you are wondering about the colouring process in Krita:

    http://www.davidrevoy.com/article247/kr ... g-tutorial

    http://www.davidrevoy.com/categorie5/tutorials

    In case you are not aware of Krita:

    https://krita.org/en/

    ...and GameQuest: Krita for Game Artists.

    http://gdquest.com/game-art-quest/volum ... e-artists/

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  • I start sketching with a blue pencil, and clean up the lines with a black pencil. I then scan the drawing at high resolution (300~1200dpi) with my Canon flatbed scanner (Irfanview and VueScan scanner driver). VueScan, while not free, allows me to use my Canon flatbed scanner with Windows 10, and the scan quality is excellent (way better than the original Canon drivers ever were).

    Next, I open the result in either Krita or PhotoLine for cleanup. Then I start inking and/or colouring/painting in Krita and/or ClipStudio.

    Check out David Revoy's step-by-step explanation for more info:

    http://www.davidrevoy.com/article239/cl ... h-in-krita

    He has the scanned artwork available for download, so you can test it for yourself.

    Taking photos with your phone is not suitable with this approach. The lighting and camera quality/sharpness is too limited - even a high-end DSLR requires a stable setup with good even lighting to work. I suppose tracing might work to just get your basic sketch as a guideline, but if you are serious about converting your paper artwork you MUST get a flatbed scanner.

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Rayek

Member since 30 Dec, 2011

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