MPPlantOfficial's Forum Posts

  • Something obvious that sounds like "Gradius":

    -Gradiuz

    -Kradius

    -Grayjuice

    -Bladius

    -???-dius

  • Here's a great idea: create a

    NON-ZOMBIE GAME

  • So it's your background that you have a problem with?

    Well counting your background as a separate sprite, it would need to be 1.5x original size

    meaning 1536 x 960 px. That should make it clearer but that is a huge waste of memory.

    You should look for other options like tiled background.

    I don't use Photoshop but I use Inkscape and every time I re-export a PNG image it gets blurrier and blurrier.

    Sorry but I'm not the right person to ask for Photoshop advice as I'm an amateur.

  • Same concept.

    Start at 0 width for black bar, add the damage points to your blackbar "health" attribute instead of subtracting from life bar. Now I would think the glowing "Halo" around your life bar should decrease proportionally but we'll never know unless we test it.

  • How many frames are in "default" and "trapano" if I may ask?

    Did you set them to looping?

  • i cant get it, something is wrong :s

    at the start of my level the var 1 is a 300 when the var1 reach 0, it restart but with 400, after when reach again 0, it restart with 500 etc etc

    but the problem is my life bar grows too :s i would like to keep 300 maximum and only remove -5 in width from the value of var1

    Try my capx. https://www.dropbox.com/s/96t59h6iltc1f ... .capx?dl=0

    Note that this is also a timer bar but both adding and subtracting life works. Just modify the capx to fit your needs.

  • Every tick | set Lifebar.Width to 300*(var1 / 300 )

    Also, don't forget to set Lifebar Origin to the left(or right, whichever you prefer.)

  • I suggest you try resizing your tiles.

    When saving in photoshop, include and excess 1 pixel per tile in the source image.

    Wish I could test your capx. Unfortunately there are 4 plugins I have to find first.

  • You can save a tile map configuration using the tilemap's 'TilesJSON' expression. You can store it as a string - if I need multiple tilemaps for multiple levels I'll usually use a Dictionary with keys named for each level, and the value set to the TilesJSON for that level.

    Can you show example too of how to repopulate the map after?

    I made different instances of the tilemap but how do I use only one?

  • Do you mean 1024 X 640 px PER IMAGE?

    What is layout and window size?

    I've had bad experiences resizing images myself that I just go to the original vector art and re-export the images.

    Ideally your images should be 1.2-1.5 times the size they're going to be in C2.

  • That looks like a decent solution. That's what they thought us in basic programming for singular strings or quantities.

    However it sounds like your ideal place holder would be a 2-dimensional array given that there are many quantities for player 1 and 2 (I'm guessing life, mana, spd...)

    Array[0][x][x] can hold values for Player 1

    Array[1][x][x] can hold values for Player 2 or something like that.

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  • Just trying to think how to tie those four conditions into two OR blocks

    It's two events actually. One 'or' block for the vertical axis, another for the horizontal.

    I'll be making a capx when I have the time.

  • Hey guys. I'm creating a simple platformer and I figured, memory-wise using a single layout with multiple instances of the same tilemap might be the best solution for different levels. Is this a correct assumption?

    How do I save the tilemap configurations into an array and load them to the appropriate levels in the game?

    I'd appreciate it if someone could edit this capx. <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    https://www.dropbox.com/s/ctwcooln67707 ... .capx?dl=0

    Haven't done much in the capx yet.

  • If (OBJECT.X - OBJECT.Width/2) + MIN_VIEW > 0 |

    or

    If (OBJECT.X + OBJECT.Width/2) - MIN_VIEW < WindowWidth |

    If (OBJECT.Y - OBJECT.Height/2) + MIN_VIEW > 0 |

    or

    If (OBJECT.Y + OBJECT.Height/2) - MIN_VIEW < WindowWidth |

    where MIN_VIEW is the minimum amount of Pixels you want inside the window.

    Note: This is untested so try it yourself first and tell me how it goes.

  • Hey there. You can easily draw a vision cone using separate blurred lines originating from your player spread about 2-4 degrees apart then set their lengths to the length of your line of sight.