shinkan's Recent Forum Activity

  • 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.

  • 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.

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shinkan

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