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  • hey Rojo, cool plugin.. but most likely I'm using it all wrong...

    first, I can't figure a way to apply an impulse or force at the angle my shooter is facing (so I just did a random angle)

    but how come when the ball bounces off the top it always comes back straight? Opposed to when I left-click and drag/release it, it does the angles correctly?

    https://www.dropbox.com/s/omqseqg848gjq ... .capx?dl=0

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  • Well 30 frames might push things a bit.

    That is to say if you have a bunch at the same time.

    That's why iso rts's are so hard. 16 frames for 8 directions gets out of hand quickly.

    I'm not talking about performance, I'm just talking about wasting memory.

    Although now that you mention it I do have 400 sprites currently using 30 frames of looping animation. Hoping to decrease the number of frames, but it runs okay right now in tests. A steady 60 fps. If the number goes above 800 I start to have issues, so I make sure to cap it at 400.

  • good read! thanks for posting it..

  • The only issue is max texture size, which is usually above 2k.

    okay makes sense..

    so if my sprite is 65x65 and has 30 frames I'm not wasting any memory. excellent.

  • newt so I would get a benefit from downscaling? I don't understand what you mean.

    I was thinking for desktops C2 would NOT place images in memory on a power-of-two size texture big enough to fit it.

  • referring to this blog post

    https://www.scirra.com/blog/112/remembe ... ory?page=7

    I realize Ashley was referring to mobile systems but does this at all apply to desktop Chrome (NWjs)?

    "Many mobile systems don't support images which are not a power-of-two size (e.g. 32x32, 64x64, 128x128...). To work around this images will be placed in memory on a power-of-two size texture big enough to fit it. In this case the 1920x1080 image will be placed on a 2048x2048 sized texture in memory!"

    Do I need to be cautious of power of two sizes? or rather does it waste memory having a non-power-of-two size?

  • this should be documented somewhere... not cool..

  • Its probably because construct adds a 1px border around each image, so your 128x128 image becomes a 130x130 image and that needs to go on a 256x256x sheet. The border is to prevent antialiasing issues.

    that would be really weird if c2 added to your sprite... that doesn't sound right to me.

    technofou are you sure there isn't an empty frame in the "animation"?

  • how many frames of animation do you have for that one sprite?

    also reference this..

    https://www.scirra.com/blog/87/under-th ... onstruct-2

  • first I doubt that GM can't do that.

    secondly, yes of course you can do this in Construct.

  • > newt - Steam has a monopoly on the game market. There really is no other platform you can upload to and get anywhere near as much exposure as you can on steam.

    >

    And that's why we should be using other platforms first.

    Itch.io, Gamejolt, you can even sell full games here in the Scirra store, of course it's not really marketed that way.

    don't forget GOG!

  • it's $100 per game, opposed to a one time fee of $100 for unlimited games.. not that big of a change..

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jobel

Member since 27 Jul, 2013

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