shinkan's Forum Posts

  • I've sent an update with min set to 14 few hours ago and waiting now to see if this gonna change something.

  • I did :/

    Maybe it needs to be set as 14 for google play to show it correctly?

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  • Quick question.

    I'm about to publish my first google play game (yay!)

    in XDK I've setup

    "Minimum Android Version - 16"

    "Target Android Version - 18"

    In Developer Console my apk files details shows "API levels - 16+"

    but on my "play.google.com/store....game" test link it shows

    "Requires Android: 1.6 and up"

    Is that normal?!

  • R0J0hound Not sure how to describe it, but I can show it.

    Openup a capx file, and change "Size offset" for the bottom sprite on the layout.

    What I'm trying to do is more less drop shadow effects, and Size offset should scale the effect while preserving sprites original position. It scales it correctly but also adds an offset to the effect and moving it around moves effect on layout coordinate (0,1)? not sure if this term is correct.

  • Making effects is not that difficult actually, I've made few of them without any knowledge or learning but only looking at existing files in effects folder.

    There are some things I can't still figure out (like this) but simple experimentation can give you quite nice results.

  • Yes, I understand that.

    But if 266x52 fit only in a 512x512 then 57x36 should fit in a 64x64, right? and they also should fit to 128x128.

    What I meant was, why after export some sprites are put into a sheets and others are not.

    If those three 57x36 frames and two 266x52 frames after export end up respectively on three 64x64 and two 512x512 then I would now what is going on and try to improve that. But currently I have no idea how C2 is deciding which sprites export as a sheets and which ones as a single files.

    I made some more test, and I still don't know how it works

    3 sprites, every one have 3 frames

    test 1

    sprite1 - 3 frames 48x48

    sprite2 - 3 frames 32x32

    sprite3 - 3 frames 64x64

    • every frame is exported separately - 9 images after export

    test 2

    sprite1 - 3 frames 42x66

    sprite2 - 3 frames 76x44

    sprite3 - 3 frames 57x23

    • every frame is exported separately - 9 images after export

    test 3

    sprite1 - 3 frames 120x99

    sprite2 - 3 frames 258x258

    sprite3 - 3 frames 160x160

    • every frame is exported separately - 9 images after export

    test 4

    sprite1 - 3 frames 42x66

    sprite2 - 2 frames 32x32, one frame 64x64

    sprite3 - 3 frames 57x23

    • Sprite1 and Sprite 3 - every frame is exported separately - 6 images after export
    • Sprite2 - this one exports to one 128x128 file and one 64x64 - 2 images after export

    It looks from these very simple tests that only frames which differ in size are sprite sheeted. But in tests only, In my game I have lots of frames with different size and they are still randomly exported as single images or sprite sheets!

  • Yes I'm aware of that. I'm not talking about different sprites but Sprites with multiple animations frame.

    It looks like this.

    Sprite1 with 3 animations frames - each 57x36

    [attachment=1:1zy9qpkb][/attachment:1zy9qpkb]

    As you can see these three animation frames, which are exported as three separate images could easily fit on one 128x128 image

    Sprite2 with 2 animations frames - each 266x52

    [attachment=0:1zy9qpkb][/attachment:1zy9qpkb]

    But for this sprite it puts all frames into one 512x512 image. Leaves almost entire image empty! And about 90% of my images looks like that after export :/

  • As for the CSS vs RequestAnimationFrame, call me crazy but the CSS performs worse on my system! That's on Chrome, Firefox and IE 11 doesn't animate the thing at all!

    On my system actually RequestAnimationFrame looks almost like stop-motion animation, while CSS is nice and smooth. Tested in Chrome only.

  • If i understand correctly "Corridor length min/max" will let me set "how long" corridors can be.

    [attachment=1:1n2lslbl][/attachment:1n2lslbl]

    I was thinking about "width" not the length, to make some corridors wider and some thinner

    [attachment=0:1n2lslbl][/attachment:1n2lslbl]

  • and it gets better with every update

    Is there a way to set "number of rooms to create" and "size of the corridors" (currently all corridors have size equal to one tile)?

  • Yes and no, because someone still needs to translate .js into a C2 plugin, which is not that easy. So all congrats are well deserved

  • I noticed that automatic spritesheeting on export something behaves very strangely.

    For example: I have two sprites

    Sprite1 have 3 animation frames with 57x36 size and after export it creates 3 separate files with same size.

    but for Sprite2 which have two 258x17 sized frames it export one 512x512 spritesheet ?! Leaving ~80% of this image empty.

    and I have a lot of similar sprite sheets with over half space wasted.

    Not sure why it is doing this way, but logically It could easily fit those three 57x36 frames on a single 128x128 texture, and make two separate ones for 258x17.

    But for some reason "it" choose differently, making probably 70% of my all images in that strange almost half empty sprite sheets :/

  • Was about to ask same thing

    One more question, Could you put some noticed on that ""." for floors and "#" for walls" somewhere inside a plugin? or even make it as a separate expression "room", "floor" etc, so it's always easy to access and remember this values.

    Besides that I was playing with it for a half a day now, and it gives great results! Once again, Well done!

  • This looks great! Thanks!

  • It does not really matter how many events you have. How you use them is what matters.

    Some people can have exactly same game mechanics, but one will have 100 events and the other one will have 20.

    suntank

    5980 events across 9 sheets, I would say thats a lot of events for 9 sheets only

    On my current very small mobile-ads-test game I have 202 events spread across 6 event sheets