shinkan's Forum Posts

  • Have you ever even explored the Asset Store?

    Actually I have. Been using Unity some time ago. Never liked it, but still following it for good 4 years now.

    Also yeah, I am aware you can render a model as an image. Duh. That's kind of the whole point of modeling something haha! I'm no an idiot!

    Glad to hear that!

    But Sprite Maker automates the whole process. If you have the animations set up in the settings, you just click one button, and it captures all the frames out to individual images with PNG and transparent background. Also something I should note - when I used to convert my models to Sprites with Blender, I always had to edit out the background myself, and that takes a long time for *every* photo you convert. So Sprite Maker makes your workflow faster.

    I know nothing about Blender, and frankly don't want to. But if 3d modeling app can't save images with transparent background then You don't know how to do it or this 3d app is a joke. And for your information every decent 3d modeling app can save renders as image sequences (even with transparency - for future compositing). And if you spend few minutes you will get nice free plugins for most of them to render not to frames but nicely aligned sprite sheets.

    If you're against that then why do you even use Construct? Code your engine then. What logic is this?

    Excuse You?

    If you really take a moment to think about this it's an amazing opportunity for people who are afraid of using a giant 3D modeling program like you're suggesting, and I can only imagine that's true if one is using Construct; It opens the doors for non coders and beginner artists to very quickly produce artwork for their games. I was trying to do a nice thing and it feels like you just crapped all over it lol. I'm sorry the plugins aren't free, but I can't help that. Construct 2 wasn't free, but I was happy to buy that when I used it. I'm not trying to con anyone, I don't work for the people who made those plugins. I don't work for Unity. Really, truly, thought I was doing something for your community.....

    Honestly have no idea what you are trying to say here...

  • Not sure If I would call that popular... It's probably more like: "Ohh what is this?", Installing, playing, "Oh god, why?!", removing, rating 1*.

    On the good side, if you have some Ads in that kind of game that's good for you.

    On the bad side, you - as a developer - are increasing a bad reputation about yourself and stuff you do.

  • Are you aware of that all current 3d programs comes with modeling, animation and rendering? And any one of them can export images to many different formats without wasting time to export to other programs or using paid third party plugins.

  • Sprite(0).Variable = Sprite(1).Variable -> do something

    But it depends on what you want to do. You can put Sprite into a family "SprFam" and then do ckecks like Sprite.variable=SprFam.variable.

  • You can compare what Tile ID is currently in collision with Sprite. So if Sprite is in collision/overlapping tileID=6 (ladder for example) -> do some stuff with sprite

  • Use Array for all your data values (tiles numbers, positions, etc) and then simply fill tilemap with data from array.

  • Or you can stick to 1280x720, and scaling will do the rest. But it's really all up to you. If you want to fill entire game screen then you need to use scaling.

    Check the Autorunner template from C2/templates folder to get some ideas.

  • Your video is private.

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  • It's not about background size. It's about how you design your game to fit mobiles screens.

    If your game is 640x320, and it's scaling to fit mobile entire screen, then there's no point of using full HD image for the background.

    Or maybe you are asking for the background size as a layout size, of the game? You need to clearly describe what you want to get best answers.

  • Spritesheeting is subject to various options like the project downscaling quality setting, the image format of each frame, and a few other things. I could not say why this is happening unless you provide a .capx demonstrating it.

    I would happy to provide you capx file, but unfortunately this behavior is so random so even if I make a demo file there is no guarantee that this will happen at all :/

  • Exactly. Most game engines operate usually only on p^2 textures. So while you make your graphic assets you can aim for 1024x1024 for your character sheet and you know exactly how much space you have and how many frames you can fit into. But here's not the case. You can more less estimate if your final animation fit in 1024^2, but you need to know that before you start designing your assets. And if for some reason you forget about "extra fringe" then you will get nice surprise after export, because your arts were 2 pixels two big You ended up with 2048^2 half empty sheet.

  • shinkan That is because Construct uses power of 2 for spritesheeting. So, in your case, 3 64x64 images are smaller than one 128x128 image. Also, two 258x17 can`t be on a sheet that is lower size than 512, because 512/2 = 256, your image is 2 pixels too wide. And considering that Construct uses 1 pixel each side for sheeting, the max size for a 512x512 sheet would be 254.

    Hope I could help you, and sorry for my "engrish", I am Brazilian.

    I'm all aware how C2 uses power of 2 texture, you don't need to explain that to me.

    I'm not complaining, C2 does a great job with sprite sheets, but occasionally it's hard to predict what results you will get.

    And it still does not explain why textures make with proper size are sometimes sprite sheeted and sometimes not.

    In my current project I have a sprite with 14 frames, each one is 1022x254 - made them like that so they can be all placed in nice sprite sheets after export. And again sometimes it will make 1 sprite sheet 2048x2048 (which fits all frames all together), sometimes it will make 2 sheets 1024x1024, and rarely it makes 14 separate images 1022x254. and even more very rarely i got few 1024x1024 sheets with only two images inside.

    So yeah. I only try to understand how C2 decides what and when will be sprite sheeted.