Thank you very much for the answer, it will help me a lot
As I am using construct for a commercial game as well, let me give you some advice and answer some of your questions.
Making a map editor is completely possible.
If you're going to have between 300-600 MB of graphics, you're probably going to have to roll your own image loading solution. Construct can take a while to compile if there's a lot of graphics in the .cap. Each time you edit the graphics and preview the application again with that many graphics, it's going to take an excruciatingly long time for it to compile.As such, if you put all of your graphics in a folder and load them from there, it will go much, much faster, as the game will only load the ones you need when you want them. [/quote:3ec11ake]YEs, for the moment, I use the "load animation frame from file" feature to change my sprite, to avoid to have a too big time for compiling.
I don't know if there is another feature.
Can we load any file at the begining of the layout (with the image list or image manipulator, perhap's), and change the image sprite object when we desire ?
[quote:3ec11ake]As for encrypting them, lucid's plugin "s" has encryption capabilities.[/quote:3ec11ake]Thank for the information
I have find the "S" plugins from Lucid, and I will tried it.
So I'm trying to create the same level editor as I have created with GM.
But, I don't find a good pathfinding system (like A*).
The RTS will not work fine good in this case (not square case, but "iso" (diamond ?)).
[quote:3ec11ake]1. Attaching a shadow underneath characters is definitely possible, I'm doing it in my game right now. What you do is first, create the shadow object and give it a variable 'uid'.
Then put every object that needs a shadow into a family, let's call it 'shadowfamily'.
Give that family a variable 'shadow' via the family manager under the project tab.
Have two events:
if family's variable 'shadow' is equal to 0
- create sprite "shadow"
- set shadow's variable 'uid' to shadowfamily.uid
- set shadowfamily's variable 'shadow' to 1
for each shadowfamily
if shadow's variable 'uid' is equal to shadowfamily.uid
- set position of shadow to shadowfamily[/quote:3ec11ake]Thank you very much for this tips, I will tried it
For the moment, I use the family to create the shadows for the non-animated object, and the turret for animated characters.
Your technic seems to be better than the turret technic
[quote:3ec11ake]2. Yes, you can create objects from different layouts. The easiest way to get objects from different layouts to appear in all event sheets is to temporarily make the object global, then it will be accessible from every layout's event sheet. Remember to uncheck global when you're done![/quote:3ec11ake]Yes, I have discover this feature (global), it's veru usefull.
[quote:3ec11ake]3. The system object has an action that frees up VRAM, "load/unload layout textures." However, in the application properties, there is a setting for "load textures" - if that is set to per layout, then it will automatically load all textures needed for the layout at the start of a layout, and unload the previous layout's textures. There are a few new tips up about memory management on the wiki section on VRAM: http://sourceforge.net/apps/mediawiki/c ... ation_tips
[/quote:3ec11ake]ok. For Vram it's a good things to know. I use the "load textures per layout" settings in my game.
IS it a way to free up the RAM ?
My game with GM use only 5 - 10 Mo in ram, but with Construct, the same game use 80 Mo in ram.
How can I change that (if it's possible) ?
[quote:3ec11ake]4. I don't know of any way to do exclusively isometric pathfinding.[/quote:3ec11ake]And for a normal pathfinding like A* with squarre cell ?
The RTS behavior seems not working pretty well in some case.
Is there another technic ? (simple if possible
[quote:3ec11ake]5. Yes, using the image manipulator, you can load images from disk and copy and paste images to and from sprites. One limitation at the moment is you cannot create extra frames of animation at runtime. You'll need to make sure that the sprite has enough animation frames before you compile.[/quote:3ec11ake]ok. it's great. Can we use several image on a single sprite object ?
For example :
- 1 image for the character
- 1 image for his shadow
- 1 image for his sword
On the same sprite object ?
[quote:3ec11ake]Welcome to the board.
On the drop shadow I would suggest placing it into a container with the desired object, and placing that object into a family, rather than using a private variable.
Code: Select all
For each shadow
-> shadow set position to family.character
When its in a container with the object, its paired object is already picked./[/quote:3ec11ake]I have tried it, but it doesn't in my example :shadow.cap
[quote:3ec11ake]Also the Sprite object has a built in function to load an image directly to the desired frame, called "Load animation frame from file". You just have to make sure the animation is set to the frame number you want it to load to.[/quote:3ec11ake]Yes, I have seen that feature. Thanks