gaboduarte's Forum Posts

  • It's nice to know a high resolution is working ok with both exporters, I didn't know that! Thanks for the info

  • hollowthreat

    Nice to know you had positive results with Ejecta! I intend to use it starting next week.

    Are you creating your project with retina resolutions? Do you think retina on the iPad (1536x2048) will hold?

  • +1 for that as well.

    As much as I like Spriter, it would be nice to see Spine here as well!

  • Hey russpuppy.

    For me, I'd be more interested in information about the project itself, and how to bring it into the iOS. I have lots of questions I'd totally pay to learn (a tutorial, or have a empty setup project) because I need to get a project out soon and I really don't have time to learn/experiment on my own.

  • Wow, I didn't know about this.

    But of course! It's your tool, you do what you want with it. I can imagine the amount of effort it took to build it, and I'm super happy with the results already! Thanks a lot man! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi man, thanks for the quick reply!

    The problem with non-square textures is that the video card will always put any texture you have on powers of 2. So a 4096x256 image will actually use video memory as if it was a 4096x4096 texture, which is a lot - especially for a font asset! :-)

  • Hi blackhornet!

    I've been fiddling with your tool and it's a real time saver!

    However, I noticed sometimes the image dimensions are a bit off: I'm trying to export a font with the latin characters (�����...) so it's a lot more characters. The problem is that the output image is 256 x 4096, and it could easily fit a more square size (probably 1024x1024).

    Is there any thing I can do to prevent your tool from going crazy like this? :)

  • Wow, this is fantastic!

    Thanks a lot for the tool man, I wish it was bundled with C2 :D

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  • lunarray

    We have the profiler now! \o/

    I'll have a look at those things and bug you once I can get more conclusive evidence :P

    Have a nice vacation!

  • lunarray

    It appears the tween is not "switching off" when it arrives its destination: I made a stress test without deleting/removing the objects after they tween and the performance drops very quickly (after 20-25 objects on screen).

    I'll try to make a formal example and post it here later tonight, but it seems like you should automatically disable the tween when it ends.

  • The idea was to store the scale in relation to the original sprite size.

    (So setting the scale to 2 would double the sprite size, and later setting it to 0.5 would not bring it back to 100%, but make it 50%)

    Well, I managed to track the object's scales by using width/imageWidth. It turned out nicely.

    The test:

    gamma-beam.com/construct/blooms

  • Hi Ashley

    I noticed you can easily set an object's scale, but can't get this value anywhere. I would benefit a lot from this, since I'm making a compound object, and I have to animate the scale of all its objects at the same time.

    I think it would be a nice addition to C2! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Tried it again today and it ran fine!

    (perhaps an update on Avast?)

  • Having the same problems over here!

  • Cool!

    Care to share the .capx!? :D