eleanorjmorel's Recent Forum Activity

  • have the level generation happen based on the previously created level, like, procedural generation, instead of random generation

  • if you make a pool game don't use stepping collisions because they are unpredictable in nature, make your own collisions with events

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  • Remember that it reads from the top to the bottom, so it always starts by doing those two expensive for each loops

  • drive.google.com/file/d/1bZpMR2SnGkYQEzq_QhEnTiyfxmb4-Rif/view

    How come sometimes pick children is needed and sometimes it's not

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  • There's problems:

    pick children returns false if no children exists

    spawning a child on parent created doesn't create the child until the next tick

  • add the ice server before connecting to signalling. also make sure to add a TURN server

  • This is probably a translation error so, what they mean by container is construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

  • Ok so let me try and explain this.

    I draw my animations and make variants like so

    And then export the whole spritesheet like this

    and make the couple different color schemes

    and then inside construct, all of the spritesheet is a single animation with an animation speed of 0 or whatever it doesn'T really matter because you animate with events

    different animation means different color

    and so when you want to animate them you do this

    so basically what it does it it has a "animation length" variable, that'S like the maximum size of animations on a grid, and "animation variants", that'S like, different variations like, it could be like different pairs of wings or whatever, here i have put different clothes as an example because im pretty lazy and I'm not going to recreate my whole animation events here but you get it, and then there's an instance variable containing the variant and the animation index and the math basically makes it play the correct animation.

    The whole point of this is that you only have to export your whole spritesheet like, maybe 80 times or something , and your colors will be handpicked and pretty and it will animate and stuff, versus having to upload a thousand animations in the editor which takes like literal days.

    There is a small performance hit by doing things this way but it adds a couple features to your game, like you can accurately control frame data for online multiplayer games and stuff so that'S cool.

    not all your animations are going to be the same length obviously, so you have to choose the longest animation as the length and will have blank frames, but construct will deduplicate them when you export so it should be ok. If you don't like using indexes as the animations you can use objects or a data structure instead, and then store how many "used" frames each animation has and put that in the formula

    Anyways you get the idea, here's the file drive.google.com/file/d/1nM01IikxX-VVV_ZnrRP7pws73gdSBxWY/view

    Edit: commented and made some changes to the file, enjoy?

    edit edit: Tom some of the images aren'T displaying, any idea why ?

  • seekins no no what i mean is, the editor animation is the color. using the set animation in the editor changes the color. Your character animations are driven by frame index with events. This way when you import them, you import all of the character animations in the same editor animation. This way you don't have to import a thousand different animations. I don't think there is any other way to have good performance AND keep your color theory and hue shifting. Just changing a sprite'S HSL does not look good at all.

  • I'll be honest before this post i had no idea what scene graph meant and I still don'T really understand. Would this fit my needs or make things worse, I don't know.

    This whole engine is about picking, so I need a more flexible way to pick without impacting performance in a negative way.

    How? I don't know. All of this is just suggestion, but the suggestion itself isn't the goal. The goal is picking.

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eleanorjmorel

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