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  • Pixel Art is not easy. Crappy pixel art is. As it seems easier to get away with mistakes. But these mistakes will obviously be perceived by Players and your game will end up inevitably suffering from it.

    In Pixel Art is much more important to have a good understanding at how colors work. Since there's less colors, their interaction becomes really important.

    And no, a pixel art game doesn't look in any way less professional than any other type of game. At the end is all a matter of presentation.

  • I sadly didnt find my old builds with something similar but I remember what I did was change animations depending on the variable.

    Lets suppose:

    VarCharacter:

    is a number where 0 = none 1 = male etc.

    So lets suppose you click on male avatar, the variable VarCharacter will be set up to 1. And animations will be laded accordingly. If you want to have different heads but same body you just need to pin the head to a point (you add a new point in the animations frames called head)

    Something like that. Dont hesitate to ask more questions if its not too clear.

  • I was also asking for this sort of feature. In Aseprite you can create tags for animations and exported as metadata in the form of a .json file.

    Something similar could also be done inside C3 in which as you said, you create tags for animations and only the tags required are loaded.

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  • hey guys, so I put few of this but they are randomly placed in on-going threads that go nowhere so would be better to keep it organized in one thread and please avoid getting carried away in endless discussions. Thanks!

    Animations:

    -Ability to import json files which are exported from aseprite. These json files contain spritesheet metadata

    -Ability to store gameplay info in animation frames instead of the whole animation so these can be called when is needed (and exemple is found here: https://2-hit-studio.itch.io/frame-boy)

    -Possibility to move animation during testing mode (debug mode) and move origin point to place it where we need it. Unity has a feature to do changes during play test and then apply them back in the editor.

  • Im curious about something. Presently I work using Aseprite which is great in my opinion for pixel art animations. But my problem is that I cannot use the json files which can be exported from it to use the tag system found in aseprite.

    I think C3 would greatly facilitate the task of importing animations if it could import this json file with the animations.

    Also, I found something like this to be useful or an interesting idea. The Ability to store info in animation frames.

    https://2-hit-studio.itch.io/frame-boy

  • Thanks for the answers. And that would be neat!

    I hope theres news from the Switch side as that would be interesting to develop games for that console.

  • Im in the native camp too and like you, under the rain and crying hahaha

  • Ashley will C3 give developers the opportunity to port to consoles?

    I cite as exemple chowdren for Clickteam Fusion. So will there be the possibility for devs to create these type of exporters?

    Thanks!

    Someone said that the price model is similar to other engines? Hmm

    Wrong!

    Unity charges $35/Month which equals to the pro Version minus a bit. Unity 2019 proposes to reach more to Designers and Artists as mentioned in the last GDC. Therefore becoming much more present in the indie scene. Then Game Maker Studio 2 which is looking sweet by the minute. Personally I dislike how GM2 works though, but Unity is by far more organized.

    Pricing for C3 is quite elevated taking into account no major game saw a big release with it. Now, I don't have a particular issue with the pricing, but hey, for a bit more I can get better.

    So if Scirra would ask me for $99 per years or one time payment of $400 I would pay. If they would ask for royalties as Unreal do, heck I would pay!

    But! ...

    C3 is so far just a designer ala Apple version of C2 with not much substance. many of the changes could've been done on C2 for a price. Heck I would've paid for those changes.

    Cosmetics changes and a few addons aren't enough to be worth the price asked for it. Seems to me Scirra is riding the ''easiest game engine'' around.

    Yet, where are the awesome games made with it?

    There's always mention of the same game and yet ironically the dev is going with another engine.

    So in all respect, no, C3 can't compete with other engines by just changing minor things. Please just add the description: C3, game engine for mobile clones exclusively.

  • Ruskul Totally! And anyways learning programming becomes necessary if not almost mandatory to understand how more complex game mechanics can be done.

    I'm an artist, although in the past I learned some C++. And recently I started delving into Haxe Flixel. Helped me to understand much more abstract logic.

    So at the end Construct facilitates life indeed, and I love it for that, but you still require game logic to make it work. Is not that out of the box.

    So switching to an engine like Unity, which anyways I've been using at work for years seems logic. I'm still hesitant about going instead with a framework like haxe because of the shader limitations. But I know there's Kha which soon will be able to output to Unity, so why not.

    I'm still quite surprised that after all my messages, Scirra chooses to replies just those that praise them. Its rather lame for a company that supposedly support indies.

    if for Scirra indies equals all the mobile clones then by all means.

    Quite dissapointed

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VertexZero

Member since 13 May, 2013

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