retrodude's Recent Forum Activity

  • Do you still have the backup file for you capx? It should be named something like this; "game.capx.backup1". Just remove the ".backup1" part and see if that backup works.

  • A video is worth around a thousand pictures soo,

    Here's a video of what I'v done so far:

    [TUBE]http://www.youtube.com/watch?v=0ljDtPM2-Dg[/TUBE]

  • ArcadEd

    Jase00

    Thanks for pointing that out! Darn I didn't even realize C2 had a search function... Now I feel stupid for asking the question in the first place. I was hoping for a more different approach to the search function, but this will still work.

    This post can be deleted.

  • Recently I decided to work on a kinda large game title (an rpg) using construct 2, and realized that the generic coding on the event sheet could get a little bit messy.

    You can see my progress in this link:

    scirra.com/forum/post-videos-of-what-youre-working-on_topic36194_page63.html

    Ashley

    Would it be possible to implement a search function for construct 2 similar to jCreator. I believe all browsers have this function also. A search function where you would press ctrl+f and the program would either highlight every word similar the requested word or scroll down or up towards nearest word?

    I figure I could remember each line of code by using comments and groups but even so, having a search function would be really nice. Think you could do it?

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  • I decided to create a small group with some people I know, and work on a interesting traditional rpg. I'll be mainly soloing on the programming for the battle system.

    You can see the battle system below: (Try using 720p it generally makes things look prettier)

    [TUBE]http://www.youtube.com/watch?v=0ljDtPM2-Dg[/TUBE]

    I'll see if I can record a better video some other day. The game itself actually runs really well but, I didn't set the proper settings for Fraps. The description in the video on youtube better explains it.

    There's quite ALOT that still needs to be added such as the interface, better dynamic camera and artwork. But there are alot of interesting features in the battle that I will introduce in a separate post later next week. It will explain how the battle system differs from other. Also read the description on youtube if your interested in credits.

  • mapmerry

    I think you should upload it to dropbox instead so people can play it live from your dropbox rather then downloading the file. Personally I prefer to test games live.

    Although the presentation of the game does look pretty good.

  • Welcome back to the community. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Construct 2 has changed quite a lot over the past year, so hopefully you can get your grove back on when trying out some of the new fun features.

    P.S. Just one thing to consider, HTML5 isn't a programming language

  • retrodude

    I think I'm slightly confused - I understand the idea of shrinking the images and increasing the image size via canvas, but I only have 1 level at the moment, and plan on having at least 8 or 9 more. Does this mean for every sprite I add to the game, my memory used will go up? What is exactly increasing this number?

    Also, increases the size of images via the canvas in my opinion never looks very good. I'm trying to keep a sharp look to my game.

    ome6a1717

    "Does this mean for every sprite I add to the game, my memory used will go up?"

    I think your total estimated memory usage will probably go up.

    Honestly I'm not entirely sure how its calculated. I think its based on the total estimate for the amount of ram you'll be using up.

    I believe the memory usage only depends on the objects you currently have on a layout that is running. So your first layout could be wasting 120mb of memory while your second one is wasting 90mb. In either layout that value (120mb) indicates an estimated value of the amount of memory your using up based on what you have on the canvas. So if you want to add more sprite objects, but you don't want to use them on this layout then no you won't waste anymore memory on this object, other then the memory you have already used with your current sprite.

    I think the memory use is only dependent on whatever you have placed on the canvas. So even if you add 10000 different types of sprites, but you don't use them in any levels, that just means you won't waste any memory to render these objects.

    In general the estimates on construct 2 are higher then the actual amount of memory your using up. But once again I'm not entirely sure.

    Ashley

    I'm curious as well as to how the memory use is estimated. Think you could explain it for us?

  • ome6a1717

    I think that should run fine, however if the memory use was around 70 it would probably run even better on low-end machines.

    I made a platformer before and was using around 50mb of memory use with a ton of sprite objects as well but my sprite objects were more low-res. If you want you can try this to save ram:

    Re-edit the size of the sprite objects on the C2 editor "the edit image option on sprite objects". Try making it smaller on the editor and then resize the image on the canvas to the original size you had it.

    For example: lets say you had an image that was 600x600 (600 pixel width by length) on the image edit and 256x256 on the canvas on construct 2. What you would do is change the 600x600 to 300x300. This would make the image on the canvas smaller, so you have to resize the image on the canvas back to 256x256.

    I'm not sure if I clearly explained that or not, if you don't understand what I wrote then comment here again. In general I'd imagine for a platformer you could probably save more space without removing any sprite objects just by resizing your images on the "edit image" option for sprite objects.

  • ome6a1717

    What's the memory use your getting on the Construct 2 editor?

    As in, when you open C2 there's a little heading called "memory use". What value does it say for your memory use?

  • Kyatric

    That's alright, the gameplay mechanics will make up for the art. I'm not an artist either so I can get what your saying.

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retrodude

Member since 11 Oct, 2012

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