Greg's Recent Forum Activity

  • I actually almost posted this to that closed bug report you had been active in, but my issue is slightly different. I've tried to find best practices for a C2 directory structure but have not found anything concrete, so I created this thread.

    I am not getting an error exporting to HTML 5 or EXE and I can open the project fine, but I can not export to cocoonjs specifically, and Ludei told me I am missing image files, so I was curious if this could be due to my directory structure.

  • I am working on a project with a friend, he is doing the majority of the scripting and I am doing the art. We both wanted work in construct at the same time on the same project, so we made two seperate duplicates of teh same project to work on, and then merge files we have a directory structure as follows:

    dropbox

    ../art

    ../code

    ../code/his

    ../code/my

    ../code/merged

    In code there are 3 projects, his project, my project, and a merged project where we take turns combining our efforts.

    We copy and paste our event sheets, layouts, and objects to the merged project when we make progress, leaving our files for local changes.

    I have been creating the png files in photoshop and saving both the PSD and PNG files in the art folder.

    So far everthing as worked fine, we can export as EXE and HTML5 with no issues, but whenever I try to export with appmobi or cocoonjs I get a missing image error. I followed up with Ludei (they looked over my project after I sent them a zip) and they insist it is an issue with either my project or c2.

    Before elevating this to a bug I wanted to ask a setup question,

    Does the art in the c2 project need to be in the same directory, does importing the png in the project not add it to the project? So do I need to change the directory structure to be

    dropbox

    ../his/code

    ../his/code/art

    ../my/code

    ../my/code/art

    ../merged/code/

    ../merged/code/art

    I avoided this initially for simplicity and to avoid 3 duplicates of art files that only I am working on, but if this is not possible I would rather tackle this change now before populating the game with all of the objects.

  • I can get a test scene to run on my tablet, with spritefont and with all of the same plugins (all stock save for spritefont) on my tablet, but when I export my project I get the error:

    Exception loading image: null Exception: IllegalArgumentException: Cannot open the given '/data/data/com.ideateca.cocoonjslauncher/files/game/null' file path.at static com::ideateca::core::SPData com::ideateca::core::io::AbstractFileSystem::loadFile(const std::string&):47

    I've hunted everywhere for where to post this without posting a capx, so if anyone wants to point me where I can read up on it please direct me.

    I sent ludei a message on these forums and the ludei forum with no answer, and I'm willing to send a capx of the project via direct/private pm but we're so far along with our project I wouldn't want to post it to the forums :(

  • You can make anything glow using additive overlay sprites. Just duplicate the sprite, erase everything you don't want to glow, and then place that sprite over the original and set it to additive. To adjust the brightness of the glow increase or decrease the brightness/darkness of the overlay sprite. Use gradients expanding from the shape to make the penumbra of the glow.

  • You can export from flash to a series of frames that can be imported as animations, why not do that? Create a sprite object and import the frames from the flash animation into the sprite, and then use events to start/stop.

    Flash is vector based and would require a separate plugin and largely defeats the purpose of using an HTML5 based platform imo.

  • 1. If you are using cocoonjs, do not use too many tiled backgrounds! After trial and error, i found out that was the biggest performance hinder. Not sure if CocoonJS needs to optimize tiled backgrounds.

    This defies everything I've read about mobile device development, surprising to hear!

    I have many single tile sprites imported as tileable background objects rather than sprites objects in an attempt to plan for a mobile platform.

    Can Ashley or ludei weigh in? That a single tileable background object is or is not more resource intensive than a single sprite object?

  • So a single frame sprite object is more resource intensive than a same size tiled bg?

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  • Thanks, I would appreciate an example at your convenience, but no rush. I have more time to access forums than work on my project right now so I wouldn't be able to implement an example into my game for at least a week or two.

    I hadn't looked through the shader effect list until just now, and I can definitely get the effect I am looking for with pixelate and opacity. I didn't realize how extensive the shader list is. There are so many effects available, I wish I had looked into this earlier   <img src="smileys/smiley3.gif" border="0" align="middle" />

  • I would love to see some sort of pixel-growing/mosaic effect, used in a lot of SNES games for transitions.

    Here is an example in flash:

    flash-filter.net/pixelation-effect.phtml

  • A rewrite is pending, basically a slimmed-down fork of SpriteFont (no backwards compatibility). Right now, however, I am swamped in projects, so it may take some time.

    Mipey By no backwards compatibility do you think we will need to re-create all objects that are created using current plugin? If so I would want to hold off on creating sprite font objects in my project until after the new version, or will I be able to not lose the work I put in now?

    Thanks!

  • 2) ah... if you already have an icon, then I must not have your updated version!

    Do you mean the icon in the Project object list window?

    There is an icon for the large dialog windows, such as add object or edit event, it looks like the text object icon but with blocks forming the T rather than a typeface T.

    The only place I don't see an icon is in the project object list, which has no icon.

  • Sorry I couldn't get back to you sooner about this, but it works flawlessly! Thank you so much!

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Greg

Member since 29 Mar, 2012

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