alastair's Recent Forum Activity

  • thanks, helpful

    citron2010 but how did you do multiple languages with SpriteFont? Did you just use multiple seperate objects? And hide the ones that aren't being used?

    Because when generating the SpriteFont image, you normally need to use seperate font files for different languages, as the SpriteFont tools seem to only allow for one font file.

  • All that needs adjusting is to make the selection color a bit darker, so it's a shade of gray.

  • Bump.

    All it needs to do is go from white to gray.

  • This site is pretty annoying to visit these days.

    Almost every time you have to verify you're a human.

    I understand it's to help against traffic issues.

    But is there a better way this could be solved? A better way to stop non-human/AI/bot traffic?

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  • In HD platform games, I found issues when the objects are not 100% perfectly aligned.

    Even like 0.01 pixel difference between the objects could break the game.

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  • Mike at BrashMonkey If you have issues with the official exports, there's also Pipelab which uses Electron and supports multiple platforms. It also has a good plugin with more file and Steam features.

  • Cloud Saves should work.

    I think it was working with my game, but been a while since I tested it.

    Could be just an issue with Blasphemous.

  • Ok so if UI is not allowed to be changed, how can we solve the problem of making batch changes to layer ordering?

    It sounds like that's also what they want, not just syncing layer properties.

  • Batch changes to a project sounds a lot easier though. It basically amounts to repeating a manual operation across multiple layouts. It would be much more straightforward to implement and is much more likely to just work in a predictable way. So this is one of the times where our experience developing Construct is leading us to suggest a different feature that should still do the job, but is much easier for us to develop and support, and more likely to actually turn out to be a success.

    Ashley I'm not sure exactly what is meant by batch changes, but could that still work in combination with the templates idea?

    I could be wrong, but it sounds like they're asking for something like this:

    Mark a layout you want batch layer changes copied from.

    Use a dropdown list to select that layout, then it sync/batch changes from that layout to this one.

    So that the layer's properties, and the order of layers, are in sync

  • If project-wide changes based solely on the layer name with no ability to select specific layouts was acceptable, that would be a quicker and easier update and therefore more likely and possible to come sooner

    That sounds pretty good? Would that work for you Tokinsom?

  • We're in this weird transition phase, where it feels like AI is going to eventually replace developers in the coming years.

    So in that way, it's kind of sad that we're improving AI and incorporating it into all the game dev tools, so that it can gain all the data it needs in order to replace us.

    Sure it may help with some repetitive tasks, but to me it feels like a temptation into a slippery slope.

    There's a lot of value in humanity and creativity. Growing, and learning things through our trial and error, teaching and learning from each other. Designing and buildings things piece by piece.

    I don't know, I could be wrong, it's difficult to articulate.

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alastair

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