bclikesyou's Forum Posts

  • Also you might as well use unbounded scrolling here; no need for the giant layout.

    I haven't been using unbounded scrolling because I'm not using transitions between each screen; it just scrolls. So that's why I'm using one large layout. Does that make sense? I may be confused here.

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  • So my game's resolution is 256x144. Each of those pink squares is one screen of my game (256x144) and essentially the "path" of play. The entire layout is 2560x3072. Will all that negative unused space cause any issues?

    Basically I'm trying to mimic the old MegaMan layouts like this.

  • Hell yeah! Reminds me of NARC from the NES days.

    Also - using Aseprite! I've been using Pyxel Edit thus far but am thinking of making the jump to Aseprite for a few key features.

  • My stats were pretty similar. Congrats!

  • First pass on the Level 3 boss. Largest boss yet! All code is in; just figuring out the art.

  • Thanks! Yeah this level is a bit creepy. It didn't start out that way but I'm running with it!

  • All Level 3 enemies. Might add a re-skin of a non-projectile enemy. A lot of bullets flying around!

    glerikud andreyin They just added OSX support too! Was wondering if anyone had luck with it...

  • While you technically could do pixel art in Inkscape, it's intended use is for vector art. Here are some decent pixel art programs that are set up specifically to do pixel art:

    Pyxel Edit: http://pyxeledit.com/

    Graphics Gale: https://graphicsgale.com/us/

    Aseprite: http://www.aseprite.org/

  • Finally wrapped my head around passing along parameters to a master object. Right here I have a function passing different bullet parameters (animation, gravity, speed) for different enemies to a single bullet object. Setting up the object UID as param(0) was my hangup.

  • ALLMarkMade Thanks for the heads up. The more solutions, the better!

  • Raising this thread from the dead!

    So I found what I consider "the best" solution (so far) to fixing the gaps at the beginning or end of audio loops.

    I recently tried out the digital audio workstation (DAW) REAPER. It's pretty sweet and made by the dude who made Winamp. First 60 days are free (all features available) and after that you would have to pay for a license. The cost is $60 which is totally worth it. Most DAW's of this caliber run $100+ easily.

    Anyways on to the fix. Upon trimming your audio and prepping it to be a loop, you would go to File>Render. When the render box pops up, you'll see under "Time Bound" a check box for "Tail". Uncheck that. It'll prevent the codec you use (mp3, wav, aiff, etc) from adding that annoying empty gap to the end of the export.

    If you find yourself having blank audio at the beginning AND end, check out the REAPER manual here and refer to section 21.5 "Rendering a finished song": it explains how to lay down markers and tell the DAW to export ONLY what is between those markers. Pretty handy.

  • Two new enemies!

    Up first is Headshot. Erratic robot head that shoots a spread shot.

    Next is the Infected Robot. He staggers around and then will vomit in your direction. Still working on vomit art. Currently he vomits bullets

  • Thanks!

  • Looking for advice on the best way to go about this.

    The idea is that a player finds a secret character or weapon and, upon exiting the game and returning, they still have said character or weapon. This would happen automatically without the player having to choose 'save' anywhere. Not saving progress.

    I've found a few of the local storage high-score tutorials here, here, and here. Would that be an appropriate way to do this?