lennaert's Recent Forum Activity

  • Obsessively fine tuning up to a degree your just wasting time and moving events about.

    I catch myself doing this a lot -,-

  • That explanation doesn't make much sense to me, because the spritesheet importer is not GPU accelerated, so should not be affected by whichever drivers you have.

    the 3d tool exported corrupted spritesheets. Which seemingly looked Ok in paintshop, but got imported as blank frames in construct 2.

    The driver issue was related to the 3d tool.

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  • Ashley

    I found the problem, it is not construct 2 related.

    I did not report a bug because I did not expect it to be. (you tend not to break stuff on new releases )

    I went as far as installing r169 followed up by r168.

    Both with the same result.

    I think it might have something to do with my current video drivers.

    After I installed r170, I also hit the update video card drivers ... and this is an old computer.

    I think that broke something in my drivers, and now the export tool I use to create sprite sheets(fragmotion) gives me flawed sheets.

    They appear to be Ok in an image editor (par some distortion on 1 or 2 images occasionally) but when imported to construct 2, they give me blank empty frames.

    I tried importing images I exported last week, and voila, they worked without a hitch.

    in short....time for new hardware -,-

  • Prevent using huge images for background.

    Use smaller images with a tiling approach, either by tilemap, or manual sprite placements supported with snap to grid.

    For the latter, I make sure the images do not become too small, which could result in having 1000s of images on the layout for only the background.

    For example, I tend to make my manual placed tiles like 500x250, and use snap to grid 125x125, giving me an good working solution for isometric tiling over a huge layout.

    You could ofc just use 512x512 images and have snap to grid work on 512x512 to get the background of the layout sorted.

    Or use bigger images in the tilemap editor with a higher grid size.

    Hope that helps.

  • Hey there

    I am on a windows xp machine for the time being and yesterday I installed the latest beta 170.

    A week or so ago I was able to import sprite sheets without a problem, but now after import I get the amount of frames stated in the select rows and columns, totally blank, no content.

    Yes the sprite strip has images on them.

    I occasionally had the problem of the appearing disabled menu option on right click, but they worked regardless. (worked though showing disabled)

    Anyone else having issues with importing sprite sheets on a older machine ? (winxp 32bit)

  • lennaert

    >

    > > Hi.

    > > I tend to split my dedicated layouts now, objects, characters, etc. with a result indicating much lower estimated memory usages for the biggest layout (likely the layout filled with most unique objects/animations)

    > >

    >

    Where can i find more info about this?

    I will go through a re-sizing exercise and re-size all my assets appropriately.

    There isn't much info about this really, I've gone by replies from Ashley over the months, and distilled it down to that after some tests.

  • Hi.

    ....In C2 it states my Mem Usage Estimate is 580. ...

    If you go by the value in your editor, that value is likely the one indicating the current biggest layout with objects.

    If like me you use dedicated layouts to store objects, which do not get loaded during gameplay (the layout), then that estimate is not a representation of how much memory your game will use, but in fact the layout which currently uses the most memory.

    I tend to split my dedicated layouts now, objects, characters, etc. with a result indicating much lower estimated memory usages for the biggest layout (likely the layout filled with most unique objects/animations)

  • Good tool, that were mentioned here ..but honestly....why is this called "Advanced Construct Developers" , that´s not really a fitting title to this!

    I agree

    I suggest "Beavers Anonymous"

  • Thank very much for the help

    I was hoping there was a more automated way of handling this.

    When I create levels, I often shuffle their order around if the difficulty doesn't feel right where it is etc.

    This means that every time I "shuffle", I have to change the "goto layout" events in each of the levels to reflect the new order (as well as the level names).

    Any ideas on how to achieve this, without having to change the code every time?

    Thank again!

    Yup, simply number your layout names smart.

    For instance, say you have Level1, Level2, Level3 Layout.

    And you determine, that Level2 might function better as Level3, and Level3 vice versa.

    Then rename layout Level3 to a temporary name like LevelX.

    Rename layout Level2 to Level3, and rename LevelX to Level2.

  • Thanks Alexixiv

    The animations are 3d models with various animations; exported with fragmotion, then imported as sprite sheets in construct 2.

    8 directional angles for each sepperate animation for either of the characters. (walk, hit, attack etc)

  • The thing is, you can change your layout size by changing to another layout, but you can not change your project view window size during this change. The project view window (the games canvas size) remains the same and if not mistaken, can not be changed during runtime of the game.

    If you load a bigger layout, you have to accomodate this in your game mechanics, like having a method to change your project window location, say camera view, to another position.

    I would guess having the camera follow the bat and the ball with the scroll to behaviour could do the trick your looking for.

  • i think im doing a bad job of explaining what im trying to do, or maybe there is just a simple solution but, i set fullscreen browser to leterbox interger scale and its the same. my first level has a height of about 400, my second layout has a height of about 900, so in otherwords my background tile and everything within it is only about half of the way to dotted line on bottom. in the browser theres a big white box bellow my level

    And in the editor, on the layout with height 900, you have actually filled the layout ?

    Perhaps you could show a capx?

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lennaert

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