ErekT's Recent Forum Activity

  • I use it because there's a minimum of technicalities to have to deal with so I can just get on with the good stuff. I've tried some others too: Unity, BlitzMax, and Monkey-X. Unity is a convoluted mess (imo), while the other two are very nice. None of them as fast or intuitive to work with as C2 tho.

  • All event sheet code gets combined into a long .js file on build, so it makes no difference how many event sheets you have. Like Spongehammer says, do whatever you feel is more organized. I do short event sheets for individual layouts to control things specific to that layout, like bg animation for instance. Little things that I don't need cluttering up my more general-purpose event sheets.

  • C2 is great as-is but here are two main things I'm missing that I'd love to see in C3: Better asset/object management and more control over project settings in general.

    Better asset/object management:

    I'm sure some of these have been asked for before by others but I'll mention them again just in case. On deleting objects or variables, have an option to keep the events associated with them with some kind of placeholder object. Ability to duplicate objects/sprites so we don't have to build similar objects from scratch. And PLEASE allow us to manipulate sprite atlases from within the editor; it's absolute hell to tweak sprite frames one-by-one when you have a lot of them and batch-processing external images doesn't cut it in some cases, like doing palette tweaks (AFAIK).

    More control:

    Allow users to set things like sprite atlas resolution themselves, control is always nice! Also, some things can only be controlled from the editor project settings right now, like point/linear sampling and WebGL on/off. It would be great if we could toggle these from the runtime to allow settings to be saved to and loaded from an external config file on runtime startup instead of needing separate builds(!) for different settings.

    [quote:2mprls82]The idea here being that C2 files can be opened in C3 (possibly with a once-off conversion or the like), which would encourage existing users to migrate to C3 when the time is right for them

    Oh yes.

    [quote:2mprls82]I totally agree. C2 is still have field to improve. It's a great (and probably necessary) step from Scirra to start planning C3, but don't just hype it yet.

    I agree too but the question is, with the way C2 works under the hood, how many new features can be included? Ashley has already mentioned that some things aren't easily doable without a major re-write, like modularity.

  • 1) I don't understand these people who understimate casual mobile games. If you want to make big desktop game - it's okay. Good luck.

    Mobile has touchscreen controls only. I have zero interest in touchscreen games. And that's why I'm creating for desktop. You don't *have* to go the AAA route for desktop you know.

  • No image atlas. I personally believe that binding the imags to the sprite is the wrong design. Instead images should be atlas by the developer and sprites then reference images in the sheet/atlsas.

    There is no modularity. it's annoying to pop in designed works. I need to duplicate the objects before copy/pasting an event sheet. currently I just have a master game frame work that does a lot of the gui work done.

    Agree 1 million percent with these.

  • Thanks

  • ... for keywords like variables, objects, etc?

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  • volkiller730 TiAm

    Thanks, I'll take a look

  • TiAm

    'link to original source file' doesn't help for the scenario I'm talking about unfortunately :/ You'd still need to edit the frames one-by-one even if they're stored somewhere outside the project.

    How you mean batch process? Is that something that photoshop and the like supports?

  • +1

    All good suggestions. The image editor could do with some upgrading since it's the only way we have to arrange animations atm.

    I'd like to add another one: Make the editor able to import/reference external sprite atlases. Right now we can't make sweeping changes to entire animation sequences at a time. Say you need to do a color/contrast tweak to a set of 350 non-uniform sized animation frames. Only way to do that right now would be to tweak and re-import the frames one by one, whereas with access to external sheets we could make the changes in photoshop/gimp/whatever in 5 minutes. I realize this likely won't happen since it would probably mean some hefty changes to the internal workings of the editor, but it would be great. To work with animation-heavy games is a real pain in the rear without it imo.

  • Both Firefox and Chrome have default bilinear filter settings that kick in when you zoom in on images. There are scripts around to circumvent those settings such as this here:

    http://wayofthepixel.net/index.php?topic=16963.0

    But those tweak the browser on your end and isn't a big help for deploying C2 games I guess. Have you tried setting sampling to point in project settings yet? You probably did, just checking <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

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ErekT

Member since 17 Dec, 2012

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