Baionera's Forum Posts

  • Yeah the problem that annoys me the most is the jumpiness you referred. When I do pixel art, I use resolutions that can be scaled up to 1080p, so in the game I'm making now, the window size is 640x360, because I thought it would scale up perfectly. Now the only thing that bugs me is what happens when I zoom out/decrease scale. But anyways, thanks for the responses guys !

  • Hello !

    I'm using a camera in my game that increases and decreases the layout scale according to the players distance ( 2 players ).

    The problem I have, is that when the camera zooms out, the layout scale decreases, and all of the pixelated objects start to loose shape/details. Also, when the players stop the camera lerps to their positions, and starts to screen tear.

    What would you guys recommend ? I tried setting HDPI on, Fullscreen quality to high, but still can't seem to achieve a sharp overall picture.

    Here's a google drive link to an example: drive.google.com/open

    Edit: The example picture i linked seems blurry, but i DID turn on Point Sampling for the pixel art assets

  • Hello !

    I've been trying to make a game where the player has a camera centered on him. But wanted to make it so that even when the player is moving, he stays in the center of the screen, and everything else around moves relatively to him ( No rotation, only an isometric view ).

    What can I do to implement this in the game ?

  • Don't worry xD. I think you can still use my method, but disable the destruction while the blue sprites are moving. Then, when the blue sprites are stopped, and have the same X or the same Y of the red sprite, activate the destruction.

    Edit: You could use booleans like isStopped.

    IF isStopped == true

    IF blueSprite.x == redSprite.x OR blueSprite.Y == redSprite.Y >> destroy red sprite

  • drive.google.com/open

    Finally xD

  • What... ok, then try this: drive.google.com/open ... 2ZyNGh1Y2s

    Edit: Now the link should work: drive.google.com/open ... V9VcDE0TFk

  • Try this: drive.google.com/open ... V9VcDE0TFk

  • Never mind! I see what's wrong. You don't need variables for what I'm proposing. You have a green object, 2 blue objects, and a red object.

    You have to check if the green object is overlapping the red object, not the blue ones.

    Did it help ?

  • So, from what i can understand, you want to destroy the red sprite, right? Then try to test if the green line is overlapping the green light. If it is then destroy the red sprite.

    Do you want the same to happen for the blue sprites ?

  • I'm sorry, but could you please rephrase your question? I can't seem to understand what you're asking now =( .

  • Hey, I'm not sure if this would work for you, but you could make an invisible sprite that extended its width between the centers of the 2 blue sprites.

    Then you could check if the invisible sprite is overlapping a red sprite, and if it is, then destroy the red sprite.

    Here's an image for help:

    drive.google.com/open

    Hope it helps !

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  • Hey everyone !

    I'm having an organization problem with my more complex projects on C2. As they start to get more complex and bigger I start having trouble to maintain my code/events.

    I always feel like i have to create more event sheets to code simple object rotation/positioning/effects/game mechanics, etc... , and when I later need to review them again, I get lost.

    For example, and I don't mean to compare Unity and C2, but when i use Unity for my projects I feel like I can easily find and understand what I'm reading. I thinks it's because each object has script components, and that makes code much easier to find and maintain. If I get back to a script file I haven't touched for a while I can easily continue with it. I don't understand why, but this is harder to do in C2, at least for me.

    Do you guys have any tips on organization ? Cuz it forces me to switch projects, and split them into simpler modular projects that i can use later.

  • Ok, thanks a lot!

  • Oh ok, Im targeting desktop as the main platform for the game. Nice to know that image size won't be such a big problem xD.

    As an example then, should I design the levels in a 1920*1080 resolution and draw the assets with the size that fits best for the game in that res, and then let c2 handle the downscaling? Or is 1920*1080 not enough? Thanks for the help!

  • Hey Everyone!

    I don''t know if this is the correct place to ask this kind of question, but I'm trying to draw my game assets in a "flat" like style, almost like the recent game Necropolis, but obviously in 2D.

    The problem I'm facing is that i cant decide if i should, or shouldn't, draw the game assets in big sizes/resolutions so that they scale better, without losing quality (I HATE blurry edges xD). Would it be bad for perfomance?

    What can i do to make the art adjustable to multiple screen resolutions without losing quality