andreabelfiore's Recent Forum Activity

  • Hi everyone. I have a math and logic problem for you. And it might be something a little too complicated. In short, I need the coins that respawn between platforms to make a parabola.

    To tell the truth, I have many difficulties and this is just one among others:

    1. How do I make the coins respawn "in block"? That is, all together?

    2. What is the mathematical expression that allows me to replicate a parable?

    3. How can I make the number of coins increase or decrease according to the distance among platforms considering that it is always random?

    Here down I've a sketch for you.

    It's not the best but I think it manages to deliver the concept.

  • Hello everyone. I'm facing this "Conflict" error when I try to save my project on dropbox.

    I am 100% sure this was because I've opened a C2 project while I had my C3 project open and now, even if I have removed the C2 pj leaving no trace of it, Construct 3 is still saying me that Conflict error and this doesn't allow me to save my main project on the cloud but only as a download copy of my computer.

    Any solution dear friends?

    Tagged:

  • Hi everyone, I recently put my hands on Construct after I had learned little about it anyway, so sorry if the question is trivial or even if there is already an identical question in this forum.

    I know that for a mobile device the ratio is more important than the resolution, or rather, it is important to choose a resolution by virtue of the ratio compatible with mobile devices and so far ok, I think 16: 9 is still the most popular and therefore all the resolutions that maintain this ratio are fine.

    I have a couple of questions, though, that are very important to me, so I need some help from an expert:

    1) Generally what resolutions should you choose for the assets / sprites of a mobile game whose ratio is 16: 9 so that they do not take up excessive space in the memory but, at the same time, if there was an upscaling or a downscaling, the visual quality of these is not compromised? Basically, I ask how I, personally, understand what is the best compromise memory usage / final asset visual quality by virtue of the general ratio chosen?

    2) Is there a way to let the user have the possibility to change their resolutions? So deciding if upscaling or downscaling the resolution of the game, choosing HD, full HD, etc... Is it also possible doing it with ratio? Assuming the user's device does not have a 16: 9 ratio but a 1.91: 1, does Construct provide the option to make a ratio change/switching? And then change all the assets that will be updated accordingly to that chosen ratio? (Assuming for now that these are completely retrieved from memory because they are appropriate to the new ratio and so that they use memory)

    3) Similarly, is there a way to reverse the game view from Landscape to Full vertical and vice versa?

    Thanks in advance.

  • Both good ideas. Thank you

  • Is there a way to shake objects that have been pinned to other objects?

  • Thank you Ashley

    I wanted to tell you how much I esteem you and the Construct team in general. Your support in Construct development is masterful. As well as the quality of the documentation extremely high. My deepest compliments for your work.

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  • The question is: there any relevant difference in the use of vector graphics and raster graphics (common sprites in png) inside Construct 3?

    I don't think they are interchangeable so that I can use vector graphics to make all the assets of a game like png sprites, or maybe I can? At which costs? Any caveats and technical differences to consider?

    Thanks

  • Note that "2d" platform games with huge, nonrepeating assets and levels such as ori and the blind forest and child of light are actually created in a 3d engine, which has different rules. The memory budget for textures is still a thing to consider, but the geometry is drawn during runtime. This allows for basically unlimited shapes to paint textures onto.

    For 2d engines, the common approaches for huge levels are either tilemaps or reusing scaled/stretched/tinted assets. See construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796 for an example.

    As I mentioned before though, Construct 3 allows for the ability to load and unload sprites/textures from memory on demand. This will allow you to basically stream in assets as needed, as long as you clean up any unneeded ones at any given point. This can be difficult to design around, considering the graphics memory capacity of user devices can vary greatly, not to mention a lot of work.

    Perfect answer. 100% on point. Thank you for the explanation. Thanks also to newt and all the others but your answer is exactly what I was looking for.

  • construct.net/en/make-games/releases/beta/r117-2

    Basically you'll be manually loading an unloading your sprites during runtime to keep memory usage reasonable.

    I would not recommended doing this unless you're really confident you know what you're doing.

    If you're thinking of drawing one big image the length of the layout, or making a composite by adding new objects that just add to the amount of ram used, and that ram exceeds what the user's hardware can afford, then yes that won't work. That's not how games, and even computers work.

    So, in conclusion, what's the alternative for creating such a map? Does it exist or the alternative is making necessarily a procedural and tiled map with a narrow range of variations?

  • Ok, I've made a quick sketch of my doubt. Pardon my being that nooby in terms of art quality.

  • It depends on what you mean by "always-changing graphic elements and scenarios".

    Generally this is why we have different layouts.

    In game design you have x amount of memory that you don't go beyond.

    That with everything that's going on cpu wise are the limitations.

    By that expression I mean the background of the game has elements that are always different and never repeated. For example, a side-scrolling game set in a city whose buildings are always different so that you cannot recycle previous assets. So the problem that arises is related to the fact that, if the background were procedural and could replay itself to infinity then ok, fine, you can get by its repositioning through the X and Y coordinates.

    But with a non-procedural background that is always different? What size should the entire layout be, as large as the level itself? And doesn't that mean making the game necessarily too heavy?

  • How do I make that the system changes the resolutions of assets scaling them all automatically?

    And is it possible in "real-time"? And for real-time, I mean, already at the moment of the click the change is perceptible.

    I deduce that this way there may be problems related to the instant loading of all assets, that's why I ask if it's possible to do it in real-time. But I could be wrong and actually doing that way could also be the rule. I don't know.

    Same for the language, how do I make you can change language inside the game? If you click on the "Italian flag", the language switches from English to Italian as soon as you click on the button.

    For the assets, I suppose there is some sort of automation that allows you to automatically scale the starting resolutions of the assets without you need to re-draw them all... but for the translation of the game, it will be necessary to rewrite all the texts of the game, I guess, right?

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andreabelfiore

Member since 30 Aug, 2020

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