Reflextions's Recent Forum Activity

  • > I don't think it's a case of 'listening', I doubt the features were made overnight because of views expressed in the forums. This is why it is better to wait to see what is revealed instead of getting worked up about what hasn't been revealed and what might not be there. I saw a petition to include an exporter, which was unnecessary as it always existed. Scirra are just keen to use this slow reveal method and it has only ever been good news for C3.

    >

    Scirra stated in the past that they were making no exporters whatsoever. The backlash was because of that, since not only we thought there would be no exporters but you'd have to pay $99 a year for an in-browser engine.

    This is great news though, but still I'm waiting around to see how good it is. I feel like Scirra makes everything "thinking in the future" so I'm afraid their iOS/Android exporters won't work properly (or make the games slow on phones) for the first couple years.

    They said they weren't making native exporters. I don't recall them dismissing embedded wrappers.

  • I've heard different information - it is currently possible to publish to Xbox One via the UWP export, but it's not particularly easy. We're working to try and make it easier.

    That was going to be my follow-up question. Not sure if everything would translate over correctly so you'd probably need someone to patch up a lot of the holes there but glad to hear you are working on it.

    Well, it seems that now it's going to be possible (finally!)

    https://www.neowin.net/news/microsoft-a ... ne-in-2017

    Oh nice!

  • Thanks for posting, this was meant to be a feature (stops lots of consecutive posts). Understand it's frustrating for now. Arcade is due overhaul and this will be addressed.

    Glad to know you plan on updating it. Any estimates when, or will we hear more about this in C3 updates?

  • Yes I have gone through that and I'm an approved microsoft developer. However C2 games are not allowed to be published on xbox one atm so don't put too much effort in applying. As it looks right now we have to wait and see if anything changes with C3 but I don't think we'll be able to publish on xbox one until universal apps are launched and that is miles away...

    They aren't? Where did you get that info?

  • Well I am sure there can be more than one way to do it and a good one is make spritesheet of every part (like head, hairstyle, shirt, pant, armor, shoes, arms etc.)

    If anyone who dont knows how to make

    spritesheet then dont worry keep it simple and create new sprite for each part and than add frames in each part sprites.

    For example create a Hairstyle sprite.

    Add animation frames inside sprite Hairstyle.

    Same do with the Armor add frames in Armor sprite (like blue , green ,red ).

    When you make a character creator menu you will make some buttons to change the hairstyle or armor.

    like in hairstyle selection add two buttons like < and > to change them.

    One thing I forget to tell that every sprite you are creating like Hairstyle, Armor, Paints etc. you should add instance variable for those sprites.

    Example for sprite Armor create a instance variable var_armor.

    So now in character creator menu in select hairstyle section or armor selection section when you click the sprite button '>' the variable for Armor 'var_armor' changes to 1.

    (Note: You must set the armor frame to a variable number. Like if var_armor is 0 then Armor set frame to 0 (the animation will set to the frame 0 and whichever frame like armor blue or armor is placed in that 0 frame will be played or set)

    If var_armor is 1 whichever frame you set to the var_armor will play.

    I set frame 1 at var_armor=1 . so it will set to frame 1.

    If frame 1 having blue armor then it will set to armor blue color.

    Same with the hairtyles, shirt,pants, face etc.

    Good luck !

    Wow this an old thread

    I wasn't very descriptive when I posted this ages ago, but there's a ton of options for this depending on how you want to implement player characters. I think I was asking the most efficient way asset wise. Since recoloring is webgl based thus unreliable and may effect performance, the best option is probably this with separate sprites for each clothing with frames connected to arrays, etc.

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  • So it looks like it is impossible to have to consecutive posts on the Scirra Arcade. If you try to post something new it just edits it into your most recent post, and that post is restricted to 600 characters. As a developer who prides himself on being responsive, it's frustrating having to wait for someone else to comment before I can respond to the rest of my comments. Would it be possible to remove this restriction for the developer or at a certain REP threshold?

  • Seems like a misallocation of resources.

  • After putting in some thought, I think there could be some workflow benefits.

    Firstly, collaboration could be far more streamlined like this. Obviously, you'd need to be online, but that's not a big deal for collaboration to me.

    But as far as workflow, it could be awesome. Hear me out. So if it were a possible multi-tab thing, it could really be great. So there are obvious things like layouts and event sheets being in different tabs (if you want). So now drag one of those tabs out into its own window on another monitor. Cool so long as they update each other. Now allow plugins to be in their own tabs or windows. You could work with a timeline plugin or animation plugin in its own tab and watch it update the project on the other monitor. Cool, now have a teammate doing that on their own machine while you do control work. You could multitask yourself or with teammates across operating systems in near-realtime (probably 'save' could be an auto-cloud-push). Then maybe plugins are paired to your account but hosted by Scirra. Have the stuff available everywhere even if your work rig is not.

    And that could all be possible without any teammate having to install anything. Ever. That's a service and workflow I can get behind.

    Now is this how C3 will actually work? No idea! But I think there's a ton of potential to this and I'm interested to see what Scirra has come up with.

    That could be really cool but considering they didn't say anything about real time collaboration I get the feeling it's not a feature. Also the layout management is Construct 2 is already really flexible, having multiple tabbed windows would waste so much space because each one will have a browser header.

  • > - This seems like it will make creating custom behaviors and plugins more difficult? Maybe I'm wrong there.

    > - Will Chrome be able to manage huge projects with a huge amount of assets? (500mb+)

    >

    >

    +1

    Also your game "Protoshift" in your signature says "Protoshit" Was that intentional?

    Thanks for the heads up, hahaha.

  • So the news is interesting, I wish we would have gotten more feature info instead of just pricing information but nonetheless.

    I'm unsure about a web based editor, a couple problems that initially come to mind:

    • Chrome Tabs can become unresponsive and crash pretty frequently, I hope there is a real time autosave or something to offset this.
    • This seems like it will make creating custom behaviors and plugins more difficult? Maybe I'm wrong there.
    • Will Chrome be able to manage huge projects with a huge amount of assets? (500mb+)
    • This seems like it will add another layer to wrapping up desktop and native mobile apps, a lot of people wanted native exporters, which may not have been realistically do-able, but this seems like a step toward the total web based mindset. Scirra has stated they want Construct 3 to be the best 2D game creator, so that should include native apps, PC platforms like steam, as well as console support as much as possible.
    • More upkeep costs for Scirra, they have to host servers for cloud storage, etc.
    • Less layout options, I use dual monitors, you will no longer be able to drag elements to another screen unless it's hosted in a separate tab, which I doubt is how the editor works.

    Hopefully these will be addressed, but let's also consider the potential benefits of a browser-based editor.

    • Multiplatform
    • Excellent Collaboration tools, this is the first reason I would think they would move to a browser based editor, but we haven't heard anything in this regard so if real time collaboration hasn't been implemented I'm interested why the platform switch, it doesn't seems like the plausible cons aren't worth it if the only benefit from this is being multiplatform. Consider about 85% of users use windows PC.

    What are your thoughts?

  • Bump

  • Just played some of the submissions here, great work everyone! I love your art style SecondDimension

    I posted about my entry on the forums here. Or you can use this direct link.

    Some images:

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Reflextions

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