Emperor Ing's Forum Posts

  • It makes me wonder what made Ashley's example "work" vs. the many others (myself included, lol) that attempted to emulate it.

    I don't think proper fullscreen was ever figured out in CC. Makes me wonder how Konjak handled it in The Iconoclasts.

    That would be the "holy grail" of .cap files, I think

    At the very least, I suppose it might be better for me to focus on other aspects than bang my head against a wall. If I find potential solutions I'll post relevant links in the thread.

  • Can it be done? ? ?

    I've been messing around with CC as of late for fun, and because I've always been fond of the program.

    However, rescaling a low-res project to an adequate resolution with varying aspect rations has always been one of the sticking points. It sidetracked one of my projects in the past because I didn't feel like redrawing the sprites at higher resolution (lazy, I know).

    I have here two example caps following two different methods at resizing and rescaling.

    The first uses Ashley's method of using several global variables, zoom parameters, and black bars to sort of cheat letterbox scaling into the application. While the zoom does make the resolution look nice, it does not scroll to the player, rendering it useless. Is there something I missed here?

    http://www.mediafire.com/download/cjn1a ... ttempt.cap

    This .cap file attempts to use some of the rescaling methods found in tl22's very complex Action-RPG .cap file. I am most sure I am missing something here. The only event that seems to trigger anything is the one where the window size is changed to GetScreenWidth x GetScreenHeight.

    While it at the very least stretches things without producing artifacts, it is obviously not ideal. tl22's cap file scales nicely enough, though everything is left blurry because I assume the zoom features can't entirely display the optimal resolution without bugging out.

    http://www.mediafire.com/download/bsmz8 ... mpt_v2.cap

    I know there aren't many CC users in the wild (the result of some negative marketing? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> ), but I'd love to hear some input or advice. Or, ideally, .cap files that do this even better! <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    Other examples I am aware of include a project tulamide worked on that was a water-based puzzle game (that I couldn't get quite to run properly in-game), and a few other minor examples that while stretch without producing artifacts, nonetheless don't do the job optimally.

  • I made a similar topic a little while ago; read up and see if you like it.

    The method doesn't check for collisions with solid objects; you'll have to code that in yourself.

  • To be fair, creating such a project requires the stitching together of all the little parts you mentioned (health bar, inventory, etc.) and more (using the magicam plugin for example). You'll have to learn what the events are doing and absorb a lot of tutorials, capx's, and topics to get a feel for things.

    Try to start small with implementation: moving the player, attacking, and some enemies, and so on. A recent topic I made covered how to make enemies randomly move around, but they don't check for solids, which limits their effectiveness (that's something you'd have to figure out; I haven't returned to the project yet).

  • I don't think you need to set sine to vertical every tick.

    Have it at the start of layout and set sine behavior enabled (Vertical) or something.

  • For the NES soundchip, i use Famitracker.

    For the sega genesis soundchip, the two best on the net are VGMM (Videogame Music Maker, by Shiru Otaku), and Deflemask, which replicates a whole host of soundchips (NES, Genesis, PC Engine, etc.).

    I am far more comfortable with VGMM (sample track). In general most fakebit music sounds, well, fake, overproduced, and usually of low quality (as Tokinsom mentions), and having programs that emulate the real soundchips + expansions are very good indeed.

    It took a long time and many lousy tracks to get used to using trackers but I think I've progressed nicely.

  • I assume you mean to say that it's a platform game, with a large background image. I still say that you should try chopping up the 5000x320 image into several smaller images and stack them next to one another - such as 5 1000x320 images, or 10 500x320 images.

    Your mobile might be having a hard time handling an image of that size.

  • Did you try chopping up the image into smaller pieces? If the image repeats alot, you know how to use Tiled Backgrounds, right?

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  • You'd get more helpful responses if you explain

    A) what you are trying to do in great detail (what events, behaviors, etc.), and

    B) what is not working, and

    C) using the search function to see if there are similar topics to the one you posted, because chances are (and believe me) it has

    Nobody wants to spoonfeed. Solutions are there for people that put in the little extra effort.

  • It's great to see your progress from the Minitroid demo ages ago (one of the best Construct Classic applications in my opinion) to the possibilities of this new engine. I frankly have a hard time believing that you are using the above footage without 3rd-party plugins, namely Magicam! =)

  • I tried the formula of playing games, being annoying, and making millions of dollars.

    I must be doing something wrong.

    You're probably not nearly annoying enough.

  • I should be a super contrarian and use Construct Classic, ha ha. (Hope the judges saved their DirectX 9!)

    Thanks for the heads-up. I doubt I'd finish anything but it will be fun to try.

  • This looks very well put-together. There are a lot of interesting things going on and there is a good use of what I assume is the magicam plugin.

    I think my only "complaint" is that the gameover screen is a little too long; maybe it should be two text screens instead of like four.

  • If you haven't, I would arrange the events like so

    (Main Event) Press X

    (Sub Event 1) Player overlapping door 1 > [player set position to door2]

    (Sub Event 2) Player overlapping door 2 > [player set position to door1]

    You'll probably want to tweak this because this won't work if you have multiple doors that you are pressing "X" over (use instance variables or something).

  • Why don't you just make a new layout. When you beat the level, have an event: "Go to [next layout]"