Tylermon's Recent Forum Activity

  • Lets say for my game I have object 1. I have been using object 1 for a number of things...but realized I really should use object 2.

    How can I replace my object1 events to instead be object 2?

    This is mostly related to art and sound assets.

    Would I have to re-write those events to use the new object?

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  • > Can you Point me in the Direction of A tutorial on how to Swap Body parts ? am i just supposed to change the associated sprite? lucid

    > orry for the late response. We don't have a tutorial for that just yet, but if you look in the help menu of Spriter, the section on Character Maps is what you're looking for. Once you have them set up in Spriter you can add them with the character map actions.

    Tylermon normally if the object is supposed to be the same object, you should use the same object for it across animations. This will also ensure animation blending works. If you have an animation that doesn't import, please send it if possible, and I can look into it after the holiday.

    everyone, Just a quick heads up. We'll be spending the next couple of days with family. We'll be back on December 27th. Also, don't forget you can get all of our products on the Scirra store for 50% for the next 6 days!

    Happy Holidays!

    I had 3 separate animations. And spriter made 3 separate objects (one for each animation). This was for one entity.

    It then exported/went into construct as 3 images(should only be one). This is what I think is a bug. Because it is the same image for each object. It should have multiple instances of the same image, not require my project to have 3 of the same image.

    (got around the issue by not using those other object instances)

    I also don't know how to permanently delete an object. Even though the objects are not being used, it shows up in spriter still. I have tried going to the objects panel and deleting from there. No effect.

    I will try to duplicate the issue and send you the files.

  • Glad you enjoy the skeleton! I am very happy with it.

    Art is made in photoshop, and animated in spriter.

  • I believe and someone please correct me if I'm wrong. But the limit on android used to be 50mb and is now 4gb. That is using expansion files. Something I don't think construct supports yet. So for all intents and purposes, you probably want to stay under 50mb

    for desktop it's all about distribution. If you are making a stand alone game. Meant to be downloaded/installed. There isn't really a limit. But for a browser game just consider that on average 1gb takes 10-20 minutes to download. Most people won't be around that long to play a browser game.

    12mb is perfectly fine.

  • I used to work with GM. It was my engine of choice.

    I actually love the scripting it has. For me, it is much easier to work with. And immensely versatile. I have never liked drag and drop over code.

    I liked it so much as to start a tutorial series. And every so often I boot it up to help people that send me messages for it.

    Yet....here I am. Construct 2 forums.

    Not because of the drag and drop. Not because of the price.(ok partly because of the price) But mostly because I hate the GM level editor.

    I first used C2 and honestly was lost. Felt like it couldn't do hardly anything. I was in a battle of different thought/work methods.

    I'm not sure what it was, but after some time finally I understood how C2 was doing things.

    I won't say I like the event system. But I will say I believe it can do most everything GM can do. And do it faster. At least on a basic level. GM on the other hand lets me easily create complex systems that are easy to change and use across many projects.

    While I still greatly like GM. I can't justify using it because of the level editor. If they had a good level editor, I would probably be using it and have all its costly exporters. Native and easy exporting is amazing.

    The engines aside. Because they honestly don't matter nearly as much compared to art/animation. 80% of a game can easily be dedicated to art and animating. I feel it's best to find art/animating software you love and use the engine it is most compatible with.

    TLDR:

    GM is a great tool. C2 is a great tool. Both can do the same things. Both have great communities.

    It boils down to level editors and cost/exporters.

    They work fundamentally different but can get the same results.

    I can't honestly say one is better than the other.

  • lucid

    I have an animation that uses a single image/sprite. When I import into C2 there are 3 images(all the same, but renamed 1,2,3) i find this rather odd.

    This in itself would not be a huge deal, however no matter what I try, it won't animate.

    I thought I must be doing something wrong, and have been struggling with this for a while. However, I decided to try importing a more complex animation. 14 images. And the more complex animation works perfectly. I have saved everything the same, followed the same steps repeatedly. I am out of ideas. Perhaps there is a bug where a single image can't be animated?

    Edit:

    So it seems I solved the issue. However I still think it may be a bug, or am in need of an explanation.

    I turns out within spriter, my image was a new object in each animation. So there were 3 objects of the same image. looks like each object was then imported as a separate image. using 3x the memory/size than even needed. I still don't know why no animations could work though.

    My solution was having only 1 object across all animations.

  • Game is coming along nicely. the concept is working, and in a rough form. In the process of making art, animating and getting things finalized.

    As the game becomes presentable and working I will post more of the gameplay.

    until then, enjoy sneak peaks of art and animations!

    Feedback would be greatly appreciated. Here, or on the videos.

    Mostly, I just enjoy feedback to help make things the best they can be.

    UPDATE: All new and improved animations!

    Check out the skeletons new and improved walk cycle among other things!

    (compare the above video with this!) http://youtu.be/BP3iS_itlOM

    Animation workflow/idle animation OLD

    http://youtu.be/VLPvPZpgGPU

    This is a long video(about an hour) simply me putting together a character and animation.

    skeleton animation(s) OLD

    http://youtu.be/BP3iS_itlOM

    Next to be animated:

    Tree-death

    Dragon

    Main guy

    Some other stuff

    Completed!?

    Skeleton

    Slime

    Bat

    Bits and pieces

  • some of you may know about a game in progress known as theHunter Primal.

    I am hosting a game give-away for all that are interested.

    You can get up to 3 chances to win a copy of the game.

    subscribe.

    comment.

    share.

    Random drawing will be on the 24th

    Happy holidays!

    Subscribe to Construct videos now
  • OBS (open broadcast software) is the best recording software I have used. It is also free.

    I have used fraps, bandicam, xsplit, action, and plawclaw 5. Not to say they are bad. But OBS usually has better performance, better results, more flexibility and more functionality

    If you are determined to spend money. Playclaw5 is my second preference to OBS.

    To edit video I recommend Adobe after effects, premier, and audition.

    I think they are like 25$ a month for all of it and more. Pretty good deal.

  • Could be a device does not have a font installed with the browser or a number of things. But honestly don't know the cause/reason.

    It is generally advised you use a sprite font instead of text if possible.

  • Stand alone. However you can usually send them an email to get a steam key.

  • You will have to disable scrollTo object for other players/objects.

    It should only be active for each individual player.

    You should probably have a

    On player created

    for each player

    If player.id is not myid disable scrollTo

    Otherwise the scrollTo will average between all players and can have undesired effects.

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Tylermon

Member since 26 Nov, 2013

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