Sebastian's Recent Forum Activity

  • I use Hype, but a free beta is always nice. Thanks for sharing.

  • Thanks! It's just a platform game that is helping me learn C2. It's based on a comic idea I had. You play as a spider and collect information from enemy flies. No name yet, but the working title is "Spy vs. Fly." I'll think of something better, hopefully.

    No gameplay video yet, but I'll try to remember to post it in the forum when it's closer to being complete and maybe more screenshots.

    Thanks again for the feedback!

  • I love looking at screenshots of everyone's work. Here's what I've been working on late at night in my free time.

    <img src="http://sebastianchamplain.com/temp/screenshot.png" border="0" />

  • Hi,

    I'm a game artist that has been working in the industry for close to 6 years. I'm having a great time with C2 and I appreciate all the helpful comments I've been getting from the community. I hope to be as helpful to others once I learn more about C2.

    See you around the forums! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I agree with many of the comments here. I think the issue you are experiencing is with image management and not with Construct 2.

    To build off what Ashley said, if you want to animate something like a character blinking, you can animate only the eyes and pin them to an image of the character instead of animating the entire character blinking. 1 large image + 5 small images is significantly smaller in size than using 5 large images in an animation.

    You can also use tiled background sprites of maybe 8x8 pixels for large areas of flat color and so on. Maybe learn more about the power of 2 images as well, because in some cases, chopping up a large image can save you a lot. For example, an image that is barely over 1024x1024 will use the size of an image that is 2048x2048. That's a lot of wasted space.

    I think the more you learn about C2 and image management, the more you will realize that C2 is perfect for something as simple as an interactive book. Also, I don't think you'll find a more friendly and helpful community, should you run into some difficulties along the way.

  • Excellent!

    Such a simple solution, I feel silly for not thinking of it. Good thing plinkie was around! :)

    Recap: Add sprites to animation frames, set animation animation speed to 0, and change the "initial frame" to the needed sprite. C2 will then create a sprite sheet for you.

    Thank you, plinkie!

  • Chop up the sprite sheet outside of C2 and import them as separate images on one animation? Or did you want to avoid doing that?

    That's sounds like a great idea. Would I do that through "properties?" I'm going to test that out now. Thank you for the suggestion!

  • I was wondering if someone can help me with my sprite sheet problem. Since my sprites are not typical size (32x32,64x64,128x128...) I need to rely on a couple sprite sheets filled with my art in order to save space. The game is HD, so every little bit helps. I found other ways to save space, but the art is the bulk of it.

    After some reading, I got the impression that C2 creates sprite sheets on export, and I can see that it has done that for animated sprites, but not for all my other sprites. Is that an error? Is there a plugin that can assemble sprite sheets for all sprites in C2 on export?

    I also tried importing my own sprite sheets into C2, but I haven't found a way to use a portion of the image as a sprite object in my game without C2 cutting up the image. I tried importing the sprite sheet as a tiled background and resizing the border block over the needed sprite, but I can't seem to set the origin point in a tiled background, which results in only having access to the upper left sprite (without exposing the rest of the sprite sheet).

    Is there an effective way I can work around C2 cutting up my sprite sheets?

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  • Nice! I'm hoping the next update includes iOS7 controller support.

  • For any devs wanting test out their games with a controller once Ludei adds support, The GameCase has been officially announced. I believe they are allowing devs early access.

    gamecase.com

    Logitech is also teasing an iOS7 controller. I'll probably wait for that one.

    destructoid.com/logitech-teases-new-ios-7-gaming-controller-262214.phtml

  • Have you tried powering down your iPad mini and then starting it up again? I was having a similar problem with an art app crashing after downloading iOS7, and rebooting my iPad did the trick! Another solution might be to reinstall your game, if your game is an app.

    There might also be a problem with CocoonJS not fully supporting iOS7 yet. You may have to contact Ludei directly about that. If the problem persists and none the the above works, it might be best to start your own comment thread. Ashley already answered my question about iOS controller support, so he may not visit this thread again anytime soon.

    Best of luck to you!

  • ArcadEd

    Is what you are saying is that you don't mind newbies asking questions, so long as they put some effort of their own into it? If that is what you meant, I agree with you, and I apologize for my misunderstanding.

    wizaerd

    Thank you for sharing the link. I believe I understand the reasoning behind ArcadEd's post now. I don't think I could bring myself to help someone if they were insulting. It was nice for SysDiman to help him out anyway.

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Sebastian

Member since 6 Sep, 2013

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