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  • yes it solved it, thanks!

    although i would rather use full quality

    looks like it's just the downscaling that affects this, if set to low it's ok, medium or high causes this bug.

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  • R0J0hound

    I have a problem with quad drawing a fully cropped image (the edges get cropped), here is the link to my post in the subject, do you by any chance have any solution for me?

    Thank You.

  • Hi everyone and dear mr. Ashely

    I am working on remake for the classic adventure game, Indiana Jones and the Fate of Atlantis with a group of very talented guys, we currently in contact with Disney and working on a demo to send over.

    We started working on IJFOA using WinterMute Engine and recently since i am also working on my own adventure game in C2 we switched production to C2, everything works and looks great we just have one small issue.

    We are creating live shadows by drawing a flipped, skewed, with blur and tint effects duplicated instance of our actor into a paster object, all the animation were auto-cropped using C2 (there are a lot of animation and frames)

    Now when i am previewing the project the shadows looks fine but after exporting when drawing the image skewed into the paster it looks like the images are cropped on the edges, i tried adding additional space around the image and it fixed it, the problem is there are thousands of frames to go through and no easy or efficient way of doing that and maintaining the previous image point location, my question is if it possible for you to add a button for expand spacing, something that can be done on all the frames like the cropping works, or even better allow the user to add an offest px number when cropping, i am guessing that even if it is possible it's not something that would happen instantly so i appreciate it if anyone has another solution to offer me.

    Here are photos of preview vs export:

    [attachment=1:6hbfw7ej][/attachment:6hbfw7ej]

    [attachment=0:6hbfw7ej][/attachment:6hbfw7ej]

    Thank You!

  • I also compress pngs with tinypng, whenever quality is not an issue and i need faster download time i get up to 60% compression after construct medium quality export.

    As for the second note, i believe Ashley referred to imported wavs, or exporting only .ogg where .m4a are not necessary, not by going through you're event sheet and checking which files you're really playing.

  • From what i remember, when you're setting it to high images are always exported in powers of 2, that means if you're using a 513+ sprite it will be rendered as 1024, this results in a more crisp rendering and scaling, but naturally effects memory usage.

    If you're aiming for mobile, forget about it, go as low as you can both with your sprites and with the window size.

  • downscaling on project properties, on one is set to medium on the other to high, don't use high, not recommended.

  • He's right, shift+crop only works for default edges crop, it doesn't work for selection crop.

  • you can get the rgb color with overlapping mouse using the unofficial canvas plugin, not sure on how to set the mesh color though.

  • Thanks for answering, i figured as much, i was just checking to get my bases covered, cheers!

  • if i am adding a long string key to a dictionary and have a switch layout action right after, does the switching happens after the key is completely added or should i wait in between and check to confirm the values before switching?

  • so just use the condition: isOverlapping

    or you can check the distance between them

    if distance(sprite1.x,sprite1.y,spirte2.x,spirte2.y) < 20

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Headbang Games

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