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Hey guys, I'm curious who has made an Andriod game with C2 or C3 and Spriter Pro. Also, if so, how did you export the game?
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soo the project, will start again, we create a new story and a new monsters and enemies. Judgement project, is a metroidvania game, with combat system like the dark souls series.you control a character who try to protect the humanity against the control of the powers of the dark and holy forces.Generic details about the game:1- 2d platformer.2- pixelart.3- combat like dark souls and salt and sanctuary.4- multiple maps versions.5- rpg elements.6- metroidvania. 6/10/2017 exploration video, inferno version of the map, with the new updates https://youtu.be/mh-ZjPC9_P8 1/10/2017 Mini map system and inventory system WIP Mini map system video here: mini map video inventory system: video here: inventory video I use the spriter plugin for change the equipment appearance in the character thank you to pixel Rebirth for his excellent plugin check the plugin video here: https://youtu.be/yW0rQbm1eJU we still working in the inventory UI and the mini map UI. 28/09/2017judgement project demo equipment visuals updateNow we are working in the equipment and the visuals changes on the main character when he use a new armor.https://youtu.be/2bLB_0UHSCMnew update exploration examplehere is a exploration example of judgement project, soon we will show you a more extensive exploration gameplayhttps://youtu.be/UZEuFxkvJ8s 20/09/2016 Shout-Out on 20 Sep Judgement Project Map update. check more here: http://f-fman.wixsite.com/judgementproject/single-post/2016/09/20/Shout-Out-on-20-Sep-Judgement-Project-Map-update the Next Demo map is almost complete, you could explore the two first zones of the game. here are some capture of the devoleper version of some of the most important rooms of the demo. this is the save room, you can save your progress here, level up your atributes (str,agi,con,int,luck). and. this is the portal room, you need to find this rooms to travel to the other version of the map, remember, the portal rooms only works in one direction. here is some captures of the other parts of the map. all this captures you can find in our interview with the editor of retrogamesmaster Peter Ward. here in this link. http://www.retrogamesmaster.co.uk/judgement-project/ remember follow us in our social networks. http://judgementprojectdevdiary.blogspot.com.co/ https://www.facebook.com/judgementproject/ http://gamejolt.com/games/judgement-project-metroidvania-game/63374 https://www.youtube.com/channel/UCEMKMHNvTAQks5d6e6_qGzg https://twitter.com/ffman22 https://www.twitch.tv/carlofps metroidvania, castlevania, metroid, 2D, pixelart, retro, hardcore, classic, judgement, indie, dark souls, 2D souls, souls like, fantasy, medieval, rpg, action, construct2, spriter, brashmonkey, phantasy, scirra, animation, gamedev, indie game,Pixel Art (Art Period/Movement),Video Game (Industry), Video Game Development (Industry), pixel art, retro game,gameplay, judgement project, #gamedev #gamedeveloper #gamedesign #pixelart #2d #retrogaming #metroidvania #indiedev #streaming #youtuber 19/09/2016 Shout-Out on 18 Sep judgement project interview by retrogamesmaster. I share with you the interview that retrogamesmaster editor Peter Ward made to us in the last part of the interview you can find exclusive captures of the new rooms of our incoming demo. retrogamesmaster is a Website dedicated to retro games. Many interviews with people from Sensible Software, Ocean, Team 17 & the Oliver Twins to name a few. Also Indie gaming and Retro book promotion. http://www.retrogamesmaster.co.uk/judgement-project/ if you want to help retrogamesmaster Website make small donation to help with site its not compulsory but would be nice to paypal email olapete2008@hotmail.com. 12/09/2016Judgement project new official web page.http://f-fman.wixsite.com/judgementprojectcheck it our new page of judgement project. this is our new official web page of the project, with updates, videos, social networks, demos and more.12/09/2016main route first part inferno ver_1we are working in the main route of the first part of the inferno version of the map.needs some adjust but most of the route is ready -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- this is the first 1: and the first update of the new concept of the game. dev diary new concept 1: first test boss: demon golem more info: visit http://dragoncprojectdevdiary.blogspot.com/ new facebook page of the game. https://www.facebook.com/judgementproject dev log 2 new version: demon golem animation progress http://youtu.be/Gbgjjc8eO1c more info: http://judgementprojectdevdiary.blogspot.com/2014/11/blog-post.html dev log 3 new version: demon golem animation progress part2 http://youtu.be/DTlOq48wiqE more info: http://judgementproj...og-post_18.html dev diary 5 first boss holy version concept and animation working in progress. angel guardian animation time lapse progress part 1 in spriter. first boss angel guardian the heaven´s protrector , animation progress time lapse part 1 in spriter for the game judgement project before called dragon curse project: if you like it follow us in youtube and like our facebook page. https://www.facebook.com/judgementproject?ref=bookmarks more info: http://http://judgementprojectdevdiary.blogspot.com/ dev diary 9 first boss holy version animation time lapse part2 here is the angel guardian animation time lapse second part, that I have worked in spriter. background sound Drop zone II Dark Shadow by Mikomusic about spriter. Spriter enables the “modular†method of animating. Each frame is constructed from many small, re-useable images (such as body parts). Each of these images can be stretched, scaled rotated, swapped out and changed in opacity to drastically increase the “mileage†an artist can get from each piece of art in game engines like construct 2, you can get a great optimization by using spriter format for the animations, because it use only the bones data of the animations and the sprites of the differents parts of the character. in this case for example the spriter file size is 407kb and all images size are 21kb total of 428kb compare this with a sprite sheet image of 30 frames for only 2 o 3 animationes with a size of 815kb. other think that help the optimization with spriter is that you need only need load 1 time all the image, in game, because that animations isnt in frames, the animation is in bones data, this help to the cache data of the game. follow us, and learn more information about the game and the tool that we use for the development of the game. remember follow the project: http://judgementprojectdevdiary.blogspot.com https://www.facebook.com/judgementproject?ref=bookmarks ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- OLD IDEA UPDATES ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- here is a first concept arts and char desing idea char desing mor info in https://www.facebook.com/portafolioDigi ... ts&fref=ts first test in spriter: final pixel art style, with some test of moves, camera and scenario. https://dl.dropboxusercontent.com/u/13512632/Level%20Plus%20Game%20Stuido/dragon_project_test1/index.html animations on spriter. new updates Dev Log 12 Here is a first concept art of the goddes http://4.bp.blogspot.com/--3wnh-iEGec/U4f71o47dTI/AAAAAAAABnc/VHP3olizbeI/s1600/first_concept_goddes.jpg first test of level up effect. http://4.bp.blogspot.com/-_GgXBtamTG8/U4f8BI4vmoI/AAAAAAAABng/uXeXuM8tP5c/s1600/level_up_effect.gif Dev Log 13 zone intro. (black fade out). new black fade out intro for the zones. http://1.bp.blogspot.com/-zEZKYVpuATA/U5AJ3llWB3I/AAAAAAAABn4/3BTtHgZ-yDQ/s1600/zone_intro_test1.gif Dev Log 16 new stamina system test, Dark souls style. https://images-blogger-opensocial.googleusercontent.com/gadgets/proxy?url=http%3A%2F%2F1.bp.blogspot.com%2F-UuLqqEtuyaY%2FU8CsYd0bbWI%2FAAAAAAAABqQ%2FSsA0kUtkppM%2Fs1600%2Fstamina_system.gif&container=blogger&gadget=a&rewriteMime=image%2F* https://images-blogger-opensocial.googleusercontent.com/gadgets/proxy?url=http%3A%2F%2F1.bp.blogspot.com%2F-UuLqqEtuyaY%2FU8CsYd0bbWI%2FAAAAAAAABqQ%2FSsA0kUtkppM%2Fs1600%2Fstamina_system.gif&container=blogger&gadget=a&rewriteMime=image%2F* faster link: http://www.gfycat.com/GloomyLeafyBluebottle Dev Log 17 main char animations updates. Dev Log 18 new version of the main character, with more resolution 2 new animations with the new version of the main character. http://1.bp.blogspot.com/-ouopq-h7F54/U8zIOMGj45I/AAAAAAAABq4/HQY7k55S7PM/s1600/main_char_ver2_animations_update.gif http://1.bp.blogspot.com/-ouopq-h7F54/U8zIOMGj45I/AAAAAAAABq4/HQY7k55S7PM/s1600/main_char_ver2_animations_update.gif Dev Log 19 . animations updates: spell cast animation: http://4.bp.blogspot.com/-qWU0SEuCQis/U9yRKHfJIuI/AAAAAAAABso/25Q2hZLP0B4/s1600/spell_cast.gif http://4.bp.blogspot.com/-qWU0SEuCQis/U9yRKHfJIuI/AAAAAAAABso/25Q2hZLP0B4/s1600/spell_cast.gif walk cycle update: http://3.bp.blogspot.com/-GpT4Ep5C5FY/U9yRqu71UNI/AAAAAAAABsw/XJR0HSaJ1Ps/s1600/walk.gif http://3.bp.blogspot.com/-GpT4Ep5C5FY/U9yRqu71UNI/AAAAAAAABsw/XJR0HSaJ1Ps/s1600/walk.gif Dev Log 20 . animations updates ver 2: spell cast animation: http://1.bp.blogspot.com/-xVU6Z_t8NO0/U918GAixwfI/AAAAAAAABtM/FAoogaT6o8I/s1600/spell_cast.gif.gif http://1.bp.blogspot.com/-xVU6Z_t8NO0/U918GAixwfI/AAAAAAAABtM/FAoogaT6o8I/s1600/spell_cast.gif.gif walk cycle update: http://1.bp.blogspot.com/-ybcCLlg5We4/U918GdoSWDI/AAAAAAAABtE/maDZ1TUNf0M/s1600/walk_v2.gif.gif http://1.bp.blogspot.com/-ybcCLlg5We4/U918GdoSWDI/AAAAAAAABtE/maDZ1TUNf0M/s1600/walk_v2.gif.gif Dragon arm spell: http://1.bp.blogspot.com/-CpXeeU0mNks/U918GUMVqVI/AAAAAAAABtU/ZYPATZvY7is/s1600/dragon_arm.gif.gif http://1.bp.blogspot.com/-CpXeeU0mNks/U918GUMVqVI/AAAAAAAABtU/ZYPATZvY7is/s1600/dragon_arm.gif.gif Dev Log 23 main character animations update: http://4.bp.blogspot.com/-LEXBrFbxyV8/VE6Hi-JmTJI/AAAAAAAACBY/vJMnBXYxs84/s1600/attack1.gif http://4.bp.blogspot.com/-LEXBrFbxyV8/VE6Hi-JmTJI/AAAAAAAACBY/vJMnBXYxs84/s1600/attack1.gif http://4.bp.blogspot.com/-6VoJriNtO44/VE6Ht17IKQI/AAAAAAAACBg/UOPnOK8BXjc/s1600/attack2.gif http://4.bp.blogspot.com/-6VoJriNtO44/VE6Ht17IKQI/AAAAAAAACBg/UOPnOK8BXjc/s1600/attack2.gif http://2.bp.blogspot.com/-V08XmYnTpes/VE6H8lqnpyI/AAAAAAAACBw/ltTnHF4OZ9A/s1600/dragon_arm_update.gif http://2.bp.blogspot.com/-V08XmYnTpes/VE6H8lqnpyI/AAAAAAAACBw/ltTnHF4OZ9A/s1600/dragon_arm_update.gif http://3.bp.blogspot.com/-Js-xLWCH-l0/VE6H6mwzxGI/AAAAAAAACBo/AZDalL2Cqrs/s1600/idle_no_weapon.gif http://3.bp.blogspot.com/-Js-xLWCH-l0/VE6H6mwzxGI/AAAAAAAACBo/AZDalL2Cqrs/s1600/idle_no_weapon.gif http://4.bp.blogspot.com/-LTPoxgsgK6w/VE6H8xUjjLI/AAAAAAAACB0/weaPZuGSHe0/s1600/idle_weapon.gif http://4.bp.blogspot.com/-LTPoxgsgK6w/VE6H8xUjjLI/AAAAAAAACB0/weaPZuGSHe0/s1600/idle_weapon.gif http://1.bp.blogspot.com/-FyVWnSksFyg/VE6H-LMCqDI/AAAAAAAACCA/YPfbFXZ4gmM/s1600/roll.gif http://1.bp.blogspot.com/-FyVWnSksFyg/VE6H-LMCqDI/AAAAAAAACCA/YPfbFXZ4gmM/s1600/roll.gif http://1.bp.blogspot.com/-RWUyD-iwX-w/VE6H_m3_v9I/AAAAAAAACCM/rvELw5NzWes/s1600/run_weapon.gif http://1.bp.blogspot.com/-RWUyD-iwX-w/VE6H_m3_v9I/AAAAAAAACCM/rvELw5NzWes/s1600/run_weapon.gif http://2.bp.blogspot.com/-YV1oPbbpWyM/VE6H_I7W5cI/AAAAAAAACCI/mCNrmtJWeuo/s1600/spell_cast_update.gif http://2.bp.blogspot.com/-YV1oPbbpWyM/VE6H_I7W5cI/AAAAAAAACCI/mCNrmtJWeuo/s1600/spell_cast_update.gif http://2.bp.blogspot.com/-D1oSerjMUWo/VE6H__FojbI/AAAAAAAACCY/IRBaGkzKaSU/s1600/walk_weapon1.gif http://2.bp.blogspot.com/-D1oSerjMUWo/VE6H__FojbI/AAAAAAAACCY/IRBaGkzKaSU/s1600/walk_weapon1.gif http://1.bp.blogspot.com/-FfTH38KWd4o/VE6IAlBR7bI/AAAAAAAACCg/aaSIi6w8T3M/s1600/walk_weapon2.gif http://1.bp.blogspot.com/-FfTH38KWd4o/VE6IAlBR7bI/AAAAAAAACCg/aaSIi6w8T3M/s1600/walk_weapon2.gif more info: http://dragoncprojectdevdiary.blogspot.com/2014/10/blog-post_27.html checking more in: https://www.scirra.com/forum/metroidvania-platform-rpg-fantasy-game-wip_t94215 visit the new blog. http://dragoncprojectdevdiary.blogspot.com/
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hi, I'm working on a shooter game in construct 2 and I have some problem with character map that I don't understand how it works. as you can see on the screen, when I click on the ennemy , I want them their faces explode by changing the character map which will change the head of the ennemy that'I ve clicked on. but here is the problem, construct 2 change the head of all instance that has been created when I click over one instance of EnnemyFamilly. how can a fix that? thank you
- 14 replies
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- each instance
- character map
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Hi guys, I'm trying to export a project from construct 2 by using nw.js. but their is a problem that I found is that when I launch the nw.js application that has been created after exporting, nothing is launched. so I've delete every scml from my project and i've exported again and that works. this problem with spriter plugin it's only apears after exporting. Because on the preview on construct2, I can launch my project on chrome, firefox, nw.js preview, etc... that works. I'have the last version of the plugin that has been released on december.
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Hello and thanks for looking Ive exported my Spriter animations to Construct2 via scml/scon. While there's a built-in animation for pointing a gun while walking how would I go about having the gun "kickback" when triggered? Do I animate the arm/gun separately from the body or is there some kind of "trigger" mechanic thatll allow the arm to animate independently of the walk animation? I hope this makes sense Thanks again.
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Hi I´m new to spriter pro but I´m enjoying it very much, it sure is a time saver, but today I tried to resize my project size using the Save as resize tool, it does it´s job very well but when I put my scml file on Construct 2 nothing is shown, the images pieces appears normally, but the object where the animations should show is blank. The weird part for me is that the same file, but not resized works perfectly. I did the same process except the resize part, any help and suggestions? Thanks
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- construct2
- rezise
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Hi everyone i'm fairly new to spriter and also to construct i'm making some small browser based games in construct and i want to use spriter as my animation engine till now i've been successful with my work but now i have a concern. in my latest game i have to use up to 20 or even 30 characters and all almost in the same time in pc it works flawlessly because characters aren't very complex or big but i want to make sure it works good on not so new mobile phones so the question is should i be worried about memory and lagging in my project or no it works good thanks so much oh i remembered to questions why should i save both scml and scon for my animations to work in construct? and what's the mime types of scml and scon are they xml and json? again Thanks for you time
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- memory
- memory management
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Slow object initialization Spriter on Construct2 Hello, At what point do I put the initialization file Spriter in events, because my game is complex I both global events and events related to a particular layout. My concern is that sometimes my main character is not initialized and sprites is on the ground. Should I initialize the object Spriter only when it is in the layout or can I do it before. In the initialization is done but sometimes late, then that's fine. This is probably related to the speed of the machine that executes the game. Thank you. To test the game is here: http://mazeofchronos.fr/jeux/0.0324/ thank you in advance Jérôme PERRET
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Hi! EDIT: IT worked all of the sudden when I was showing one of my friends this issue. If you are having the same problem just keep trying. Sorry about the trouble. I followed the turorials and tried to make one animation of mine be played in construct just fine. But I need to add customization to character so I configured the character map. It worked in Spriter but when I import my animation to construct 2 the images from the charmaps are not imported with it and if I try to change the charmap it doesn't make a difference. So I tried to find out if I did something wrong in Spriter. But then I downloaded the file from the charmap tutorial ( ) here: https://dl.dropboxusercontent.com/u/61721248/CharMapTutorial.zip And it didn't work. So I tried downloading the last version of the plugin. It didn't work either. I created a new empty construct 2 project and it still didn't import with the character maps. I don't know what else to do, does anyone have this problem? Is there something extra I must configure to make it work? The only thing not working is the character map, the rest is perfect. Thanks!
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Since construct 2, when the sword of the character is in the scabbard, I want her to be disabled collisions. But this is impossible because collisions are always enabled. Do you know why and how to disable collisions? I tried everything and nothing works.
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Construct2: Different collision box for jumping, stopping and hit the enemy When my character jumps, I would like the platform behavior collisions take into account the actual position of the feet. As can be seen in the animation, the collision zone (purple colored) corresponds to the position of walking. I want to match any time zone taken into account by the platform behavior when landing with the area of the feet and the body itself. The brown zone corresponding to the sprite collision itself and not in the collision zone. I tried to place a different animation when jumping and then a different collision zone but it does not work well. An idea ? thank you in advance Jérôme PERRET Translated by Google translation ^^
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Hi I just got Construct2 and Spriter Pro and reading around Construct2 they say keep projects to under 100mb although now I am not sure if that is total file size or total memory usage. I understand that using the scml/scon file is more economical than exporting whole frames or sprite sheets for animation and that in itself will be better for memory usage. What I am wondering is when the game is exported where are the image files from the spriter animation? Do the images in the scml/scon file get decompressed the way they say the sprite objects in Construct2 do so that download size is much smaller than memory usage size? I hope my question is not as confusing as I am confused.
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- construct2
- file sizes
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Hi, May someone here is using the spriter animations in Construct 2 for mobile app? Is there specific problem or known issues in Spriter's animations in Samsung devices? I'm developing a mobile game for kids. I test my game on Nexus 4, 5, and 9 devices, on HTC and on Samsung Galaxy S4 and Samsung Note 3. On the Nexuses and n the HTC my game runs well, but on the Samsung devices my game stuck - I see the loader about 3 minutes and then I get the background of the first layout with clouds (not moving) and that's all. My spriter's object are created in the first layout. I export my project to Cordova and then I compile it with Phonegap or Crosswalk with the same result. Construct 2 release 208 (64-bit) Spriter release 4.1
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- mobile
- construct 2
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