Tiny Martian's Recent Forum Activity

  • I found GDevelop and it looks easy to use and is much more affordable, so I canceled my C3 subscription. I was locked in at a lower price, but it's hard to convince friends and family to pay $26 for casual use. And I imagine the price will just continue to go up because of, I don't know, I guess inflation.

    Anyway, C3 is a great product and everyone here has been great answering my silly questions. Thanks for everything and best of luck with your games!

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  • From what I understand, a C3 HTML 5 game doesn't load all at once, each layout loads separately? If that's the case, how do I add a loading bar per layout?

    My problem right now is that the first layout loads really quickly because there's not a lot going on, just a splash page, but the second layout takes time to load and sometimes doesn't load at all, it's just stuck on the first layout. It would be nice to show a load bar so people can tell its progression.

  • Just curious why Gamemaker is free now for non-commerical games. What's the catch? I read the reason on their blog, they joined the Opera family, but why would a company that charged a lot in the past make it free now?

    And anyone with experience with Gamemaker, what are the differences between it and C3? Which one is easier to use?

  • Thanks JiyaHana, but I don't have a lot of devices to test it on, only my desktop and the newest iPad Pro. I'm not making it for a specific platform. The general guideline Ashley suggested is fine by me.

    Note that the compression format of images (e.g. PNG vs JPEG) or the degree to which they are compressed has no effect on memory usage. See memory usage in the manual for more details.

    Construct's image memory measurement includes the main render surface which can depend on the viewport size, but this is not a useful way to reduce memory usage, as the vast majority of a large game's image memory will be from object images, and changing the viewport size has no effect on that.

    Thank you for the link. I'll read more into it.

  • Looks like a bunch of simple shapes tweening in opacity and scale. It would be a lot easier to recreate it in an animation app. I made a crude example, but I'm sure someone with more experience in C3 can come up with a better solution (you could probably recreate it with particles). Just play around with timing, positions, and add more shapes to get the effect you want.

    ShapeTweens

    If you are asking about the walk cycle, there's a ton of examples and tutorials on youtube.

  • Excellent! Exactly what I wanted. I appreciate you creating an example I can look at and for making it very simple to understand the logic. Thank you very much!

  • Thanks for your reply. Maybe I'm misunderstanding what you are explaining, but it doesn't sound random to me. If enemy 1 spawns on spawn point 1 every time, it's not random. I have other things I want to do with the spawn points much later in development, but right now I want the enemies to all spawn on screen at once, but choosing random spawn points each time the game loads.

    So some times when the game loads, Enemy 1 spawns at the spawn point with UID2 or sometimes with UID5, or maybe UID 4. If Enemy 1 spawns randomly at a spawn point with UID2, I want the other enemies to pick a different spawn point randomly until all 4 enemies have spawned at different spawn points. Does that make sense? I think I'm starting to confuse myself.

  • I'm having trouble with something I think most advance users will probably find very basic, but if I can get some help on this I'd appreciate it.

    I have 4 enemies that I want to spawn at 4 spawn points, but I don't want the enemies to be random, just what spawn point they spawn on. So all 4 enemies (no duplicates) will spawn on start of layout but in different locations based on where I place the spawn points (the red sprites), if that makes any sense.

    RandomSpawnPoints

    Tagged:

  • Once you decide the method of how you want to animate it, here's some reference for you.

    youtu.be/NV8a4QJfHVg

  • I forgot C3 creates its own spritesheets. I'll aim for around 500mb and just use Construct's image memory measurement as a guide. Thank you for taking time to answer my questions!

  • Hi Ashley,

    Is there an updated blog post for REMEMBER NOT TO WASTE YOUR MEMORY from 2013? Does the power-of-two rule still apply to images today? Maybe the recommended 60-80 MB image memory is higher now? That's mainly what I would like to know. How far can I push the image memory, mostly for today's mobile devices.

    In the section NO FRAMEWORK CAN HANDLE THAT, you do some pixel math, and I've tried that, but it's not adding up for me, and I'm not sure what I'm doing wrong.

    I have a PNG image that is 650x1030. That's the size it is on the layout in C3 too. On disk it's 328 KB. If you do the math like you do in the blog post, 650 x 1030 x 4 = 2,678,000. So about 3 MB. But in the debug inspector, the image memory is 8.1 MB for some reason. Why so much more? If it involves the power-of-two then it would be around 16 MB? The size of the layout/viewport is 1280x960. As I scale up and down that viewport in the inspector, the image memory changes. To get the image memory down to 3 MB, I have to scale the viewport down to 80x60. So is the image memory dependent on how many pixels used in the viewport and not so much on the actual size of the image?

    I'm confused. The reason I want to understand this is because it's frustrating to work on a game just to find the game is too image heavy and takes too long to load. Can you or anyone else help me better understand this and set me on the right path?

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Tiny Martian

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