Baehoon's Forum Posts

  • So basically, if I ever wanna make a game like this, just don't distribute it.

    How did the guy who created IWBTB get away with it? That got some success, did he have the rights?

  • Something I have been trying to understand and read upon is the act of using another games sprites, or any form of asset created for that game and the legality of it?

    A game like IWBTB, surely he didn't have all the rights by contacting each individual developer asking permission to use their intellectual property? (technically, he could and i could be wrong)

    So there must be a law allowing us to use other games sprites? I really wanna make a game clashing all my favourite 8 bit platforming games and it would save me a bunch of time just using sprite sheets on the internet for the game, am I allowed to do this? If so, do I have boundaries on what I can do with my game etc.?

    Thank you =]

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  • Much appreciated guys, I will take this advice and carry on trying my best to improve my basic art skills! =]

  • Hello, I believe this is the right section to post this in since its related to resources.

    Anyways, too all the great artists and designers, what would be your tips for a more incapable artist who excels more at the academical concept of creating a game, in contrast to the creative, design side?

    Are there any good websites or videos out there that can help someone like myself learn how to do some cool basic stuff with designing sprites etc.? I have looked for myself of course and have found some cool things, but a lot of it seems way to advanced and beyond my capabilities, I could barely create a stick man running successfully.

    Basically, how can a programming noob improve his art skills a little bit?

  • So, I have learnt this program pretty well, spending many many hours just following and studying tutorials and I'm pretty well acquainted with the programs features and stuff (obviously I haven't mastered the program). I always had these great big ideas before I had the capabilities to create a game, but now the capability is there; I cannot think of a game I want to create (or at least, a game that I CAN create).

    The problem is, now I understand what I can and can't do when it comes to creating a game at the moment, I can't actually think of a game that I want to make, or even a game that I am inspired to make. Is this something that I just have to wait to happen, like wait until the idea I want to implement slaps me in the face?

    My goal right now is just to create a little game that isn't too complex, but still has some fun game mechanics. Since my artsy-side of me isn't so good, I have been using some free assets here and there, but majority of all my design is usually done by myself (leading to an underwhelming graphical game, but I understand good graphics don't necessarily make a game great, if the mechanics for a fun game are already there).

    I just wanted to ask, did anyone else go through the same issue? I've tried making a tower defense game, which I gave up on because I lost my motivation to make the game, as well as a platformer. The problem isn't my motivation, I have tons of it, the problem is finding the right game I want to make for my first game. I understand I could be aspiring too much for a first game and something as simple as PONG should be my focus, but I know I can make much better than that.

    Is there any advice anyone can give to me as a beginning game developer, what kind of game should I be aiming for? Should I think of a game that hasn't really been made yet? Should I just rip a bunch of tiles for a classic game like Mario and just make something for fun and for myself? What processes should I consider when making a game? Spend a bunch of time planning and creating some prototypes before even attempting to make the game itself?

    Thank you

  • Hi, yes you can easily draw in the collision around any object. Double click the sprite to open the editor, and then hit the bottom left icon (Set collision polygon). Here you can add points/vertices to create collision shapes. This collision map will then apply to every instance of that object i.e. every house

    More info is here:

    Hello, thank you so much for the guidance and reference, however I did try to use this option before posting and I noticed that the collision points were not working, I dunno what it could be perhaps I might've put them on different layers; however I should've been more persistent in accomplishing this task before posting as I made a little fix for myself; I simply made a 32x32 invisible tile that was solid and placed them wherever I needed invisibly onto whatever places I wanted more accurate collision detection.

    As I previously said, thank you for your time and effort to help me!

  • I will provide a screenshot of my initial problem so visual evidence can help you guys understand the issue here

    Screenshot : imgur.com/53M8t4H (had no idea how to upload an image right to the post sorry!)

    Well, I've literally only started out with this engine after getting a bit bored of Stencyl and this engine looks great already I've been through the basic tutorials and read some other learning documentation before I decided to just have some fun and place random stuff within a layout so I can learn interaction a bit better.

    Anyways, I pulled in a Pokémon tilemap and right away came across the issue that I had no idea how to solve, making specific tiles have a collider so my player couldn't just walk through it e.g. trees, houses and I decided just to add another tilemap identical to the original and create a solid behaviour so I could use that tilemap for any collision I needed for tiles and the player.

    After, I noticed it was successful, but not perfect D: as the print screen shows, the collision is not the greatest, as for example if I wanted to walk into that house, I am only limited to go as far as the image shows before collision stops my movement, yet I can walk to the side of the house perfectly. Placing two houses near-ish together makes it impossible to get anywhere near the front of the house and well, I would just like to know how could I make it so my character could walk right up to the door, or better yet;

    any chance I can customise the collision bounds for specific tiles within a tile map? I have no idea, and not sure if this seems clear but I think using "solid" behaviour applied to a tilemap doesn't seem to be the most effective way, unless of course I am doing it wrong

    Thank you.