Pigpud's Recent Forum Activity

  • Same here.

  • Use an instance variable to keep track of its life. Each time the player shoots it, subtract 1 from the instance variable. When the variable reaches 0 destroy the sprite.

  • Okay, that makes sense.

    also I went through the layout and looked around for any unnecessary sized sprites, (such as collision sprites) resized them and off any large transparent areas. Overall doing all of that seemed to help.

    I'll go ahead and break up the building covers animation frames into separate sprites and use a family and see if that does anything more.

    Thanks for the help Lionz!

  • Hello,

    Yes, I know the title is terrible but I will explain the issue as best as I can.

    *ahem*

    So I have buildings which the player can walk in and out of. When they walk into the building the outside of the building becomes transparent, so the player can see the inside of the building. When the player leaves the building, the outside of it becomes visible again.

    I am using a sprite with multiple frames that are used for the various outside "covers" of buildings that the player can enter. This allowed me to just write one code for the transparency and it would apply to all of the building covers.

    Then I noticed that all of these building covers were using up a lot of MB.

    As an example on of the covers for the buildings has a width of 880 and a height of 560

    So what I'm wondering what is the best way to make large covers for the outsides of my buildings without using a ton of memory.

    I am considering using some tiled backgrounds in a family instead.

    Any advise is appreciated!

    Tagged:

  • I will ensure that your sprite has a same sized collision box.

    For example if your sprite has 10 animations it will be very hard to ensure that the collision box for every animation and frame is the same.

    You might find your sprite getting stuck on walls or appear to float at times.

    It's easy to just avoid all of that and make an invisible sprite with the platform behavior and pin your animated sprite to it.

  • I also use a mouse for pixelart. Pixelart isn't exactly requiring the features that a tablet provides.

    Yeah because the scale at which you can draw pixel art assets is usually small (depending on the style of the pixel art), it would be easier just to draw them using mouse.

    That being said drawing with a mouse can be frustrating if you have no experience using one. When I started doing pixel art it was awkward and slow and I thought using a stylus would be faster. But as time went on I grew faster and faster at doing art with a mouse I haven't thought about getting a stylus in a long time. Although I could see how using a stylus would be more comfortable for people who are more used to working with actual drawing tools.

  • I just use a mouse for drawing all of my pixel art assets (16 bit style) and its worked fine for me for about year now. I don't think it hindering at all.

  • I noticed this issue too when I exported my game in Webveiw2.

    Looking forward to the next beta!

  • I'm on c3 so I don't know if I could give any advise you with your issue with c2 NW.JS...

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  • I just exported my project and checked the NW.JS version I'm using.

    v0.81.0, Chromium 118.

    It works when I export.

  • Could you check your recycle bin on your computer? Also how did you lose the files? It might help you get some feedback faster if you could give some more details.

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Pigpud

Member since 29 Mar, 2023

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