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  • Sethmaster, so does the method you describe result in a different SCML file/Spriter object for each enemy type in C2?

    Or do I end up with one SCML file and somehow point to a different atlas spritesheet in C2 to change the enemy type?

    Would appreciate some guidance on how to implement if it's the latter.

    The first. It's pretty easy to do once you have a good idea on how to do it and pretty easy to maintain and update. Remember to use families and C2 folders for incredible easy time to organize your objects.

    Have read through most of this thread but don't see a simple solution to the very basic problem raised by Colludium and How do we get the "on initialised" SCML event to fire when changing layouts? It works fine when starting the first layout but doesn't fire when switching layouts.

    I have tried using wait, on loader layout complete, timers, global variables, to properly set character maps when changing layouts, but nothing seems to work. Can anyone shed some light on the best way of achieving this.

    Use an event sheet and layout to hold the scml objects you intended to use and write functions to launch them. On initialised SCML event should be stored there too. Include the event sheet on every event sheet you intend to use the spriters on. Just use on start on layout condition to create the scml objects which will launch the corresponding events. To be honest, I used a lot of different event sheets and layouts to store different spriter objects for organization and ease of updating reasons.

    Also, you can take some time to read both the Spriter and Construct 2 manuals for tips and tricks to improve your workflow.

  • stricky

    For number two, if you have a lot of animations (I have more than what you stated in your post), don't use charactermaps for that particular sprite object as it will lag due to high CPU usage. Instead, put all of the sprites for each character in their own individual folder using the same uniform naming methodology for each file, as taught in the Spriter tutorial.

    Duplicate one and use it as the origin folder for the scml.

    Once you finished the animations in the scml, simply replace the content of the origin folder with other folders, click reload and then generate the new atlas spritesheet. And simply do that for each variant that you have. Use the altas spritesheets in C2.

    If you previously use charactermaps for each components of the enemies like I do, then separate them into different categories of folders and then assemble all the different spriter object back in C2 using a blank C2 sprite object as the master. Once again, do not use charactermaps for sprites with massive amount of animations that you want to generate a good variety and number of.

    It will be a lot of work at first but performance gain in less CPU usage is ridiculous. Charactermaps are meant for simple animations and stand-in sprites.

  • Hi IJCT , check this webpage

    https://www.scirra.com/manual/115/sprite

    especially this part

    There are some example capx regarding this lying around the forum too.

  • Use Spriter, because it support easy usage and iteration, allowing you to improve the animation very easily and quickly anytime you wish. Like you said, it is very light.

  • Wait 0 second could also work but your game may lag on older computers or mobiles when it happen if there are a lot of events happening at once on that particular tick.

    Test both and see which one works the best for you.

  • The runtime is architected so that with "render cells" enabled, an offscreen sprite with no animations or events has a zero performance overhead. (Animated objects have to tick their animation and events still check against all the objects in the layout.)

    This means that if you create even a gigantic layout which consists solely of static objects (no animations or events), it should run perfectly no matter the size of the layout.

    The performance problems tend to stem from running events against a large number of "live" objects in the layout. You may need some techniques to avoid having too many of them at once, possibly by dividing the layout in to certain segments and destroying all the objects outside of the segment, but as far as the static objects go you should be able to create as many as you want (providing render cells is on).

    So, that's what render cells are.

    Ashley, It would be great if you make a sample capx regarding this with a lot of similar tiles and mouse movement so that users can understand and experience this quickly on their own.

    To be honest I personally have no idea on how I could approach this. My game is based on the concept of an old GBA game, meaning that there are units off-screen that fight each other and I have no clue on how I could destroy them and keep the illusion of them fighting off-screen.

    TheRealDannyyy, as I understand it, some old games do it by calculating the position, orientation and results in arrays/datatable for offscreen situations instead of enacting it in objects to save performance.

  • >

    > >

    > > Kongregate didn't sell us Construct 2 , Ashley and Tom did. So its not Kongregates responsibility to fix problem with C2.

    > > That's like asking McDonalds what happen to your Burger King order, it doesn't make sense. I know you want to protect C2 but telling them it's ok to come with excuses not to solve problems is ridiculous.

    > >

    >

    > No I think you're missing the point. I think Ashley's idea is these other platforms can benefit from allowing C2 games easy access to their platform or service. The idea is to convince these other platforms that there is a large C2 user base making great games, which are a perfect fit for their platforms / service, and that they can benefit / profit / generate income etc on the back of the games made in C2.

    >

    > An example is Appodeal. Go to this link: http://appodeal.com/sdk and look under 'Frameworks'.

    >

    > They have plugins that are platform specific for Unity, Unreal 4, GameMaker and C2. They have developed those plugins themselves to allow people using those Frameworks to get easy access to their ad service. The benefit to them is the more games using their ad service, the more income they generate. So its worth their while to invest time making plugins for us.

    >

    > The same argument is valid for Kongregate. By making a plugin specifically for Construct 2 users that allowed C2 games to utilise all the features of the latest Kong API, they increase their revenue... Every C2 game on Kongregate, generating ad revenue is putting money into their own coffers.

    >

    > This line of thinking doesnt really work when applied to the C2 official IAP tho...

    >

    Ok you and Newts point is that Construct 2 right to wait for others to make plugins ok I got it.

    My point and everyone else is that we brought Construct 2 because they said they will continue to support and update plugins. So our morals are different thats the issue. See we believe if you pay for something, you get what you paid for. So we agree to disagree.

    I see that you are banned but I believe you are probably still lurking in the forum so I will say my piece. Ashley and co have done a remarkable job considering the one-time amount that we paid and the number of staff that he have. Of course, there are things what we constantly want them to do to cater the engine to our own benefits but hey that's life. Nobody is ever satisfy with anything. Just look at other game engine forums which I don't think you are banned in and you will see the same old gripping and whining, with greater intensity and fervor.

    Also, cool down and chill. Nobody is out there to get you. But you will burnt out if you keep going on like this.

  • Been too long since I update this thread. Here's an update.

    In developing the game, one of the new features of Street Posse Showdown is Activities. To put it simply, all your characters can do activities outside of beating the living shit out of everyone they dislike in Oaksville.

    Many activities cost effort and some also cost money to do it. Moreover, each of your character has a number of effort points per rest, to indicate how much activities they can perform. And of course, lazy people get less effort points to use. There are many activities to do and let's delve into them.

    Resting

    In the past, Street Posse Showdown utilizes a similar feature in other SRPG that after a mission (series of battle and actions) is over, the entire party health, stamina and recovery points are replenished. This currently changes to a resting feature which pretty much is similar to other RPG. To put it simply, your posse need to rest to recover their health and everything else.

    The cost of resting would be decided by the player depending on what he believes the posse lifestyle should be. Are they are homeless hobos dining in soup kitchens? Or are they enjoying life by spending frivolously? The total cost is calculated by the base living expense of the lifestyle multiply by the number of your posse members.

    Individual Activity

    This type of activities is pretty self-explanatory. Each of your characters can take individual actions as long they have the minimum effort required remaining. While the list of these activities is pretty small in the beginning, as player continues with the game, new rooms, alliances and encounters will unlock more activities for your characters to choose from.

    Revise Job

    One of the beginning individual activities. As explained in previous article, each character has a job. When your character learns a new job, the old one isn't simply removed forever. The character in question can go back to his old job at any given time, provided he still has the effort to do so. This encourages players to invest job training for their characters and switching as the situation demanded.

    Revise Techniques

    Similar to above but for techniques. Any technique removed from going over the maximum limit still remains with the character and he can relearn it back at any given time. This ensures none of the player education investment on his characters will ever be wasted while removing some of the drastic cost of switching technique loadouts.

    Collective Effort

    This type of activities involved all of the characters in your posse. All of your characters can pool their effort in order to conduct the activity. Typically, they have a great benefit but the benefit is only given once all of the cost have been paid and not a moment sooner. You usually can do this type of activities as often as you like as long as your posse have some spare effort remaining.

  • I default to 60 fps minimum for my game. Just my own personal taste and I don't have any lag issue.

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    What is the purpose of this thread and doing so, may I ask first?

    I don't see anything beneficial for anyone to engage in such negative thought process when the better thread purpose would be finding features you can add in C2 for the specific game you are making.

  • I don't think this feature is necessary at all. All you have to do is provide an online newcomers FAQ which outline common mistakes made by rookies which can updated by users themselves so the small C2 team not need to bother about it.

    Heck, links to basic game programming concepts might be good as well.

  • Having every variables and every keys in every dictionaries listed on a excel sheet makes it very easy to see what they are used for and where it is if you are making a large game like me.

    Also use include event sheet to access previous functions so you don't have to redo the same shit over and over again.

    Try to use folders in Construct 2 editor to arrange everything.

    When storing sprites, store them in layouts ordered by their types and functions. Make sure the name of the layout reflect what type of sprites are stored there. DO NOT simply throw every single sprite into one or two layout just because you can't be arsed to do anything else. You will regret it multiple times when you try to improve or update your game. Remember to use folders again to organize these layouts. Number of sheets nor layouts don't matter much.

    Use comments in C2 editor liberally. Don't worry, every comment in C2 is removed during import. Helps a lot when you are wondering 5 months later what the hell does this part of a large function do.

    Enjoy gamedev and pace yourself. Always remember to have fun!

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Sethmaster

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