shinkan's Forum Posts

  • So for the last time, I'm not f*cking using Tiled, and I don't recommend others use it either.

    Yup, I'm with you.

    but unfortunately Ashley did said that about tilemap, and also said that "we should use Tiled for editing tiles" - which for me is total bollocks.

    We already have quite good tile editor in C2, all we need is few more options. There is no point in using external editor, especially if you only using it to place some tiles!

    ...It's like using photoshop (or any other) just to draw a simple one colored square instead of built in Image Editor.

  • One year, one week and one day have passed... still no word from Ashley about any of this. I think this means we can all forget about that thread cause it's useless. C3 will come out sooner then any of this will get to C2.

    Oh yeah, I forgot. Image editor get 3 new icons (external editor, link, reload) yey, let's celebrate.

  • It means it can not load files properly. Did you pack it all into a *.zip file correctly?

    Never had any problems with newgrounds and workflow is quite easy. Just export normal html5 from c2, pack into a *.zip file and upload to ng. works every time.

    Kongregate have very shitty upload system (especially for game updates) but ng is quite nice.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yes

  • It depends on your frames, how big they are. If you have two frames 256x256 they will not fit on one 512x512 sprite sheet. And C2 will decide to make two 256x256 separate images on export or will put them on one 1024x1024 sprite sheet - which make is half empty and use more memory.

    How big and how many are your enemies frames?

  • Did you checked how sprite sheets look after export? This difference in memory could come from new enemy sprite poorly sprite sheeted - making export images big with a lot of empty pixels.

  • Like I said before, it's not about running out of a memory but about "why using 100mb and 100 objects if you could use only 16mb and 1 object".

  • zenox98 is very experienced C2 user and already gave you a perfect answer "you should really be the one putting in the research to determine which is the best platform for you."

    I don't know if I can call myself experienced (think I can after all this years) but my advice is the same.

    All you need to do is install game salad and spend at least a week using it. Then install C2 and do the same (or C2 first then game salad, order is up to you).

    Until you do that you will never know. It's not about which one have better features, is faster or easier to learn. It's all about what you feel using it. If you think using one of these two engines makes you uncomfortable you probably won't use it.

  • Ashley

    1) load 100mb of images on startup

    2) draw them in to Paster (which only uses ~16mb)

    3) (the request) release the 100mb of images

    at point 3. after releasing all 100mb of images same time I'm removing every instance of every object I don't need anymore. So after a "clean up" there should be only one object in the layout - Paster, and this layout should use only ~16mb altogether because there is nothing else.

    i do not say that device can't handle this or there are crashes of any kind.

    As I see it. There are hundreds of different kind of objects in the layout, that are using ~100mb in textures. And they are doing nothing. No tests, no collisions. They are simply a "background image". But they take quite a lot of memory and probably quite few draw calls and some CPU just for being there. So instead of keeping them I could exchange them for only one object that takes less of everything.

    And this goes only for my example. There a lot of other things that could benefit from ability of dynamic unloading from memory.

  • Kind of hard to remove part of a texture from a spritesheet isn't it?

    Not impossible

    But seriously. Sprite sheets are made by objects. Each object (well sprites only) have it's own sprite sheet(s). And it's quite logical that "unloading" the object you are simultaneously unloading it's textures. So if you have one sprite with 10 animations with 20 frames each, "Unload" will unload it completely. These are the thing

    TiAm was talking about "could cause a lot of confusion for newcomers". On the other hand loading that kind of object in the middle of the game will have exactly opposite effect. It will load entire object with all it's textures into a memory (no matter how many frames or animations that objects have).

    And new users should know that already.

  • Hey, I can do some Polish translations if you want. (sorry can't PM you right now, my mobile internet going through rough christmass overloads :/)

  • yeah. Don't use official SpriteFont. Use third party SpriteFont+. Basically SF+ have one option that makes things a lot easier and faster - without spamming your event sheet with pointless events. I'm really surprised that this feature was never added to official plugin... It's like theirs motto, add new stuff and never improve them, which is really sad :/

  • Ashley

    I asked about that in some random post, but I decided to make a "official" request, so here I am. Please

    In other post you mentioned that objects place on a layout are automatically loaded into a memory and will stay loaded until layout is changed. Objects that are not placed on a layout but spawn/created in runtime are then loaded into a memory and when last instance of it will get destroyed object will be unloaded from memory. But then it turns out that even if you create or spawn objects they will stay loaded for entire layout, even when last instance is destroyed

    And this is nice and good in overall, but not everytime. Sometimes you only need to create an object to do something specific and after that you don't need it anymore. But unfortunately object loaded into a memory will stay there until next layout and of you have few that kind of object then this is simply a waste of memory. Especially on mobiles where memory is very limited.

    In my previous and current project (and probably any future project that will need it too) I'm using very simple yet very powerful technique (sound a bit like some super martial arts killing moves ;P). And by the way a little tip for everyone.

    It involves using a R0J0hound Paster plugin. Basically all my backgrounds and UI's in game are made of a lot of instances of different sprites, tiled background, sprite fonts, 9-patched and whatever I need to make it all pretty. When everything is placed or spawn and set how I wanted then I paste it all into one Paster instance and delete them all.

    This make's my layout nice and clean because I don't need to do anything with them anymore - in my current project objects count drop to 1 (just the Paster) from initial 276!

    So object count is no more an issue. Unfortunately memory usage still is. Current background objects only are using over 100MB - this is after a lot of time spent on assets optimization and trying dozens of different things to do same thing. Adding one image that represents same content and same resolution takes only about 16MB! But doing it like this, using an image instead of all the assets, I'm loosing all randomness on level generation. And here comes the Paster. After pasting everything I get more less same memory usage as with normal image but I still have my randomness every time layout is started! And even that I still have control over Paster resolution, so I can make it a bit less pretty and save extra few MB.

    So once again, pretty please for adding an "Unload" action

    I don't want to make a hard choice between making my game pretty or playable on as many mobiles as I can

  • > If you need multiple characters to be customized then instead of global variables (which you probably need a lot) use Array or Dictionary object.

    >

    could you explain that to me please

    Could you tell me a bit more about your current setup?

    How your player sprite looks like (animation, animation frames), do you want to change appearance for only one sprite or multiple? Basic stuff so I can guide you with what you already have.