inkBot's Forum Posts

  • Decided to try this plugin out, so I grabbed an X sprite and made a normal map for it.

    Arrow Keys: move X

    Click and drag the yellow swuare to move the lightsource.

    dl.dropbox.com/u/22615804/x-light-test/index.html

    I'm now wondering how to go about working with more than one lightsource.

  • Well, first things first. Your background is a solid purple, so no movement would be noticeable.

    You can achieve movement in two ways.

    1. Make the player constantly move forwards and keep the window scrolling with it. Either via ScrollTo, MagiCam or just hardcoding it with events.

    2. Keep the player stationary (like your capx is currently set up) and move the background instead. This is more similar to how older games do things.

    Either one has pro's and con's, use whichever you're most comfortable with. After you've decided which way to go it's simply a matter of doing your homework.

  • Where do fan made games fit in?. Are they also violating certain copyright laws if it's a fan made game?.

    Yes they are.

    How strict are these laws exactly?.There's 1000's off mario , rockman etc clones out there and i don't see them being deleted from certain websites.

    Just that you don't see it happen doesn't mean it never happens.

    It's never a clear cut case. Most fan made games are pretty bad, and for the IP holders most of them don't enter into the IP holders signal to noise ratio. The two most common causes for a fanmade game to be C&D'd are a) if they are actively making money off the project, or b) the quality of the game is sufficient enough as to detract from sales of proper releases.

    Nintendo has shot down quite a few fan projects. The most memorable for me being the Ocarina of Time de-make, where a guy was recreating Ocarina of Time using A Link to the Past assets.

    However, copyright (like trademarks and patents) is something that the holders must actively enforce themselves. Simply put, the reason you see so many games that do not get taken down is because there are so many games that people make. It's not feasible to C&D each and every one.

    In some cases, though, an IP holder can actually encourage fanmade material, as it generates good-will. AFAIK Lucas Arts have been pretty openminded about fanmade material (though Disney is quite the opposite. I wonder which way this issue will tilt with Disney at the reins).

    Hasbro is also pretty openminded about fanmade material for MLP:FiM, for instance, but not without limits. They haven't done anything against Fighting is Magic, but the fanmade Magic: The Gathering MLP set was C&D not too long ago.

    Edit: What is this, the fifth or tenth time this discussion has come up?

  • Yes I decided to remodel the Human Body to avoid to fall under Derivative work.

    If you used their model as a base, then it is derivative by definition.

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  • That's a project file. To open that we'd need to have the entire folder associated with it too. Go into C2 and save your project into a .capx instead.

  • Leaving space in your animation frame canvas will indeed take up more space than if you trim the frames. In runtime it's going to be counted as the nearest power of 2 when it's placed in vram. I'm not sure how much of a difference there is between frames with content and completely transparent frames of the same size, though. However, as long as you're not doing anything insane, like a 989x750 canvas for a 125x80 sprite, the difference should be negligible.

    But, here's the neat thing. You can work with the frames in any size you like. But when you're done, trim them. What's important is the origin point, and that information is kept when you do the trim. So there really is no need to have large spaces in your frames, but having them is not something that's going to have too much of an impact.

  • <img src="http://fc02.deviantart.net/fs71/f/2012/298/9/c/recimir_by_luzeke-d5iwcxv.png" border="0" />

  • Several ways:

    * Right-click on the event that will be your top event and choose "Add sub-event" or "Add blank sub-event" from the Add rollout menu.

    * While your top event is highlighted, use the keyboard shortcuts (B) for a blank event, (S) for a regular sub event.

    * If you have an already existing event you want to make into a sub-event, highlight it then drag it under the other event. You should see a black line with an arrow pointing inward, under the event.

  • Not sure how missed this until now, but sweet!

    Great to see Magicam make its way to C2.

  • fadvance Nice stuff. Really like that fourth pic.

  • I exchanged the mouse clicks with simply pressing space, the problem persists.

    Edit: Also tried with an actual button. Same thing.

    Not sure what the issue is, but there is an issue. That much is clear.

  • I'd suggest posting this to the bugs section, this looks like it could be an actual bug. I see no reason why the way you wanted to do it wouldn't work.

    I messed around with it. Seems I can get it to respond to the click when the variable is equal to 0, but not otherwise.

    Edit: I tried it with a boolean, and while it works with toggling the boolean, the problem seems to be precent when setting the boolean manually (makes sense since all the boolean is is a variable with only 0 and 1).

    I would want to check ramones capx to see what he did, but it's not available it seems.

  • You still need to place it in a separate layer with 0,0 parallax

    Manual Excerpt:

    "Objects using the Anchor behavior should also be played on a layer with its parallax set to 0, 0. Otherwise as the game scrolls the objects may "lag" behind the screen."

    https://www.scirra.com/manual/88/anchor

  • To make your gui "follow" the screen, place your control pad sprites on a separate layer and set the layers parallax to 0,0.