mef1sto's Recent Forum Activity

  • Testing the new movement with pathfinding and also the simple sword attack.

    Looks very cool)

  • Some ingame voices (En, Ru):

    goblin, lizard, orc, werewolf, character, trader:

    https://dl.dropboxusercontent.com/content_link/pvHgyRhqiqumCWVzBhYgpTmu7HcpCHF8Mnv6flYJTp3Xl7jJQg2AZq7wkPvZAnon/file

  • I'm also interested in an release date from the very begining of this project (saw it on another site).

    There are so many kinds of armor in this game!

    Really like the theme music!

    Do you have an release date? I would really like to play this on my phone xD

    Thank you) There are so many works to do before release it - but I hope this will be in 2016...

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  • Looks NEAT!

    Thank you)

    Man, you' ve got talent, really.

    Excellent work.

    Thanx) I'll convey your words to our artist)

    Our composer prepared main menu theme for the game:

  • Forgotten Legendz - Dungeon crawler + rpg elements: wip

    Underground Town "Fallgard":

    Game UI + Battle UI

    Inventory:

  • Underground Town "Fallgard":

    New Game UI + Battle UI

    New Inventory:

  • I even passed the 10,000 image limit, so I can't even preview or use the debugger.

    A few months ago I also encountered this problem ... Ashley said:

    [quote:2lvh7p2p]Sorry, there is nothing we can do about this. The Windows OS itself has a limit of 10,000 graphics objects per process, and the editor needs at least one icon per object not including everything else a typical Windows app needs, which is probably pushing you over the limit. Addressing this would require fundamentally rearchitecting the editor. This work is being done for C3, but it is too late for C2. I am shocked that anyone would ever run in to this limit anyway, since that is a truly extraordinary number of images to be using. All you can do is try to reduce the number of images used, or one other workaround is to export your project every time you want to test it, which applies spritesheeting and reduces the number of images.

    I thought for a while, until there is a development - get rid of extra animation frames, leaving only what is necessary to test the number of frames

  • Problem Description

    More than two years I develop a fairly large project using construct 2. At the moment, the number of objects exceeded 5,000 sprites (animation frames). Because of this, no longer run previews.

    Launching preview in Chrome, NV, iE, FF - a red loading bar that does not load the project to the end.

    If you export the project, it will run fine (since. Animation frames packed in texture atlas)

    Attach a Capx

    https://drive.google.com/file/d/0B44ekA ... NsZUE/view

    Description of Capx

    Capx shows that preview doesn't run with 12 objects(10animations with 50 frames - 6000 sprites)

    Steps to Reproduce Bug

    • Run Capx
    • Start preview (Red progress bar)
    • Delete 2-3 objects
    • Start preview (Blue progress bar)

    Observed Result

    6000 objects - preview doesn't work

    Less then 5000 objects - preview work correctly

    Expected Result

    I want to use construct 2 not only for small projects. I have many characters, monsters, weapons with a lot of smooth animations in the game and I want to use preview in development process... Without object count limit for it...

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)
    • NW: (YES/NO)

    Operating System and Service Pack

    Windows 7 64, Windows 7 32

    Construct 2 Version ID

    r216

  • Playable version for win32+win64 available now: http://contest.gamedevfort.com/submission/202#.VcSipXHtlBd

    vote if you like the game

  • Great work! But I think that in the future it will use a lot of memory. Isometric perspective need a lot of sprites and animations for mobs and Character... More mobs = more animations = more memory usage...

  • mef1sto , buddy did you read what i wrote at the top of the post ?

    Went to learn English

  • Looks good, but:

    a) Have no alpha channel - can't place it in upper layer

    b) Layer's opacity doesn't have any effect for this plugin on the layer

    c) If I put this plugin in the lower layer - it overlaps every upper layers...

    So - only for loading screen...

mef1sto's avatar

mef1sto

Member since 2 Feb, 2013

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