MelVin's Recent Forum Activity

  • tag removed, thanks. should have thought of it, jsut completely slipped my mind. cheers

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  • I have a few objects in my game that have a persist behavior that I can not remove. the behavior is listed above the ones that are accessible as the pics will demonstrate. Any ideas on how to remove it?

    here are a couple of pics...

    https://ibb.co/mRp72b

    https://ibb.co/c9dZhb

  • C2 crashes when I try and add an image to my main game project, DaKoo. This is a large project. C2 locks up when I try to edit an action on any of the event sheets.Below is the exact error.

    Cheers

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    GetHICON returned NULL

    Condition: ret != NULL

    File: Projects\ObjectTexture.cpp

    Line: 617

    Function: struct HICON__ *__cdecl ResizeBitmapToIcon(const class cr::vector2_base<int> &,class Gdiplus::Bitmap *,int)

    Build: release 242 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Attach a Capx

    Description of Capx

    Steps to Reproduce Bug

    • Step 1
    • Step 2
    • Step 3 etc.

    Observed Result

    ____ Can not import images and then edit actions or error occurs. Actions can be edited before image import , but menus do not look correct____

    Expected Result

    ____ normal operation when editting actions ____

    Affected Browsers

      NA

    Operating System and Service Pack

    ____ windows 10 64 bit ____

    Construct 2 Version ID

    ____ release 242 64 bit____

  • thanks for the heads up:)

  • I'm also having the same issue, had to take a bit of time off of C2, so i just noticed it, very annoying. Will try rolling back to v.13.1.2 as version 0.18.1 still has the same issue. thanks for the heads up

  • Problem Description

    ____ gamepad is not working in NW.js & Chrome preview does not launch. Firefox and Edge working ____

    Attach a Capx

    ____ Default Platfomer Template with added gamepad for the left analog stick:

    http://www.filedropper.com/template-pla ... dedgamepad ____

    Description of Capx

    ____ Added gamepad function to the standard platformer template. Demostrates that chrome does not preview properly and the gamepad is not working(xbox 360 controller) in the NW.JS preview ____

    Steps to Reproduce Bug

    • Just preview the template and it should happen
    • Step 2
    • Step 3 etc.

    Observed Result

    ____gamepad does not funtion in NW.js preview, IE and Chrome does not launch ____

    Expected Result

    ____ to work;) ____

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (YES)
    • Edge(NO)
    • NW.js (YES)

    Operating System and Service Pack

    ____ Windows 10____

    Construct 2 Version ID

    ____ R 239____

    * edit after installing and reinstalling, it seems the problem starts with NW.js 0.18.1 , once I reinstalled 0.17.0 everything is working again

    Ashley

    I'm still seeing it, in 225 and now in 226. 3 instances are openned while previewing using NWjs, but only 1 closes leaving 2 hanging

  • Another piece of awesome! thanks

  • chrisbrobs

    Looks very cool, can't wait to try it out, thanks for sharing!:)

  • The method i'm using right now isn't the most graceful, but it seems to be working out so far. I'm drawing my characters on paper, outlining them in black ink and then taking a picture of it with my phone. From there i import the image into my computer, open Gimp and pull up the image. I use the color select tool to select the black ink and then delete the surrounding area that was the paper. Then i have a hand drawn image to color and shade as i need! It's an odd way of doing things probably, but when you lack good tech you gotta improvise! You don't even wanna know all the crazy crap i go through for my pre rendered games.

    MelVin

    I am quickly noticing how much more fluid Spriter's animations are than traditional frame animation. That deformation tool is really something too!

    Whatever works! I agree. You can not let things stop you. I made most of Adventures Of DaKoo with a mousepen tablet from genius that my dog had chewed, held together with duck tape lol. Never went to art school or even an art class after the 7th grade, I learned to draw on packing & printer paper etc. I always thought If you have passion and are will to make it work you can get a lot done. The phone is an awesome idea. As long as the phone is parallel the pics should be just as good as a scanner if all your looking for is the line art! Great thinking I will probably use it too;)

    BTW, I didn't even know the deformation tool had been added, I will have to check it out asap. My Anims are nearly all transfers from still frame Anims.

  • That's very interesting! So basically by using Spriter, C2 will save overall space by loading movement data from the Spriter files instead of image data?

    yes.

    You can do the animations with template images so they can be set to a certain postions you have in your hand drawn image. This allows for "true" hand drawn style you mentioned. Spriter is really just a tool, you can do a lot or a little when it comes to complexity. You can reproduce any animation sequence in spriter, the advantage is the memory that you save. The less complicated the spriter anim, the less demanding it is on the CPU. But they can look identical, as long as you cover all the angle changes in the animation when breaking it into parts.

    Also, in my experience, Spriter seems to be more fluid or smooth compared to animation frames.

  • spriter is a bunch of combined parts. they can have a very small file sizes, were as the png files can add up when all animations are added together(run, jump etc).

    For png files, think 11 frames (for the slowest fluid movement) per animation. Then say each png is about .5 - 1 Mb well you get the difference can add up (6 -11 Mb per anim) if each animation needs to be loaded into memory for each level.

    For spriter you just need to load the parts only. This means you can make the initial image larger and still save memory cause only they are loaded. the Anim is really just a set of cords and rotations, like any bone animation for 3d games.

    Thirstyy

    it very cool what you two have done:)

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MelVin

Member since 21 Apr, 2012

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