AmpedRobot's Recent Forum Activity

  • Thanks guys, very much appreciate this.

    I have a zillion posts and things I learned saved from the time when I was first learning Construct 2. Seemed easy then. Hard now. Not exactly sure what happened to my brain. But interestingly in all those things I had saved I could not find an answer to this simple question.

    Thank you very much!

  • Hey, Guys.

    Long time, no see. Been gone for about 2 years, making game assets pretty much full time.

    Not sure if anyone remembers me, but about 2 years ago I came up with a quick prototype of what I actually wanted to do in a month.

    I remember it not being so easy as everyone pretty much ignored my initial questions until I started posting code examples, but in retrospect that turned out to be a really good thing as I learned a lot about Construct 2 and came up with some great code.

    Well, I'm back to the coding aspect for the prototype.

    Gonna fire what may sound like a ridiculous question, but what is the best way to do sprite animation in Construct 2 these days?

    I found a lot of links on the forums and some people import from sprite sheets? Never actually made one of these, so not sure what the best way is.

    I also have an old Ashley Space Blaster game and there the animation frames are individual files? Or does Construct 2 need a sprite sheet by default and then chops it pop.

    I have a very high end animation for the player ship. Works perfectly in Photoshop. Question is, where to go from there? Any links for actually making a sprite sheet properly?

    My animation is basically for the player ship tilting to the side left/right.

  • Would be nice to be able to randomize the frame speed of each frame of an animation. Would enable a far wider range of animations with a greater verisimilitude of life and save a lot of work of randomizing these by hand.

  • Thank you, guys.

    Wasn't aware of this.

  • Is there a capability to play more than 2 music files right now or shuffle the order?

    I am aware of the "preload" function and the "play" function which work great.

    The problem I ran into it was coding when one music track ends and when the other starts.

    Currently, if one does preload for 2 tracks and play, they play simultaneously, not sequentially.

  • Git and SVN sound great if you want to have a team working on your project.

    I don't have any need of it because it's extra work and would drive me crazy with the versioning, branching, and updating.

    Tell me this.

    Is there a way at least to start one executable made with Node Web Kit from another executable?

    I'm thinking modularity is sorely needed for larger games to avoid losing one's mind over malfunctions.

    One could then pass variables between the small modular stages.

  • czar

    Ok, that?s potentially a huge problem, which is why I?m investigating all these things before going too far down the road. It?s far easier and safer to create a game in small chunks or separate chunks for the stages, which should all be easily linkable.

    If I have to be stuck with one file, that?s potentially a nightmare scenario.

    I have had all sorts of corruptions, even on very simple projects, especially when doing funky, time saving things like copying code between projects, or reusing chunks of code in the same project (while quickly updating the sprite, then delete code, import new sprite, and paste same code with same sprite name).

    andreyin

    I have been saving as a project. I mis-spoke (old habit as everyone always says "show me the capx").

    So is there a way to exploit the folder structure to link 2 projects, officially, so something weird like a corrupt file does not pop up later?

  • Did a forum search.

    Could not find much on the topic.

    I know now we have the ability to copy between capxs (which, some of you may already know, is a bit of hit and miss for me).

    I noticed that when you have an instance of Construct 2 open, you can open multiple capxs within it, which then appear as if they're part of the same project (except for the outline view).

    I was thinking of designing my game in stages as opposed to one huge capx because there's less risk in terms of bugs and corruption down the line.

    I do see posts occasionally that something goes wrong with someone's huge 500 mg or 2gb file and then it's a nightmare to track, debug, or redo.

    Is there an easy way to combine capxs now into the same project?

  • That's great.

    Thanks.

  • Ok, thanks guys.

    It would be nice if Google would accommodate people like us, but I know from my brother (who's a programmer for them) that they're pretty much a black box in terms of support.

    I think some sort of initial shroud might cover up the stuttering (sort of like an interlude screen).

    I'll have to test it, but I don't think it's a big deal.

    Looks like we're on the right track then.

  • Hey, guys.

    I noticed when doing an executable via Node Web Kit, the game stutters for a few seconds on my machine (which is very high-end) and every other machine I tried. It then stabilizes and runs fine.

    Still, the stuttering bugs a bit. Not sure if it happens on every kind of capx or if I should have some sort of loading screen to cover it up.

    Just wondering if anyone else experienced, found a solution.

    ----

    What do you guys think about the Flash versus Construct 2 debate?

    I chose Construct 2 to spend time on as I saw way more posts on Scirra's forums and the community seemed larger, plus way more code examples versus Flash and Stencyl.

    Plus Flash is proprietary and supposedly losing the war to Java Script, HTML, and CSS?

    But in terms of performance or ease of programming I don't know. Any Flash lovers here?

    ----

    Also, wondering if Construct 2 will ever get some sort of C/C++ interpreter or compiler for executables. I know it shouldn't be needed, not for desktop, but I'm thinking it may help stability issues.

    Again, only interested in the Windows Desktop/tablet market (which is also Mac as most Macs have Windows partitions not to miss out on the games).

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  • Did a search, could not find anything on this.

    Let's say we're using Node Web Kit to do an executable.

    Do the browser memory limitations still apply for Desktop or Tablet games?

    Not interested in phones for the time being, given their inferior hardware/software.

    If there are practical limits, what are they?

    I did see the Construct 2 speed test (70,000 sprites), so I am operating under the assumption I should not worry about memory if I'm well under the sprite limit and the machine has Direct X.

    I think the only machine I saw stutter with some of my early tests so far, maybe 100-200 sprites moving on screen were ones without Direct X (Staples rental Windows XP comp), but I did not verify yet.

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AmpedRobot

Member since 4 Jul, 2013

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