Mulkaccino's Forum Posts

  • Thanks, smitchell. That's almost exactly what I'm doing now, actually. I just tested it out on my buddies computer and he has a pretty large cursors relative to his low resolutions so when my little custom grabby hands comes into play, it looks tiny compared to the standard cursors because the Canvas is scaled to fit his screen. I "unscaled" the custom cursor graphic but it'd be nice if it was built in so that I didn't have to worry about cursor types and resolutions effecting the appearance of consistency.

    My problem might be unique though; the easiest work around would be to use all custom cursors but I can't do that because of the design of the game. I was just wondering if there was a plan to put Mr. grabby cursor in.

  • It seems grabby hands aren't as easy as some of the other cursors, at least in CSS. Just wondering if they're going to make their way into the "Set Cursor Style" action.

    I need to grab some stuff and it's be nice for the users computers settings to control the cursor size.

    google.com/intl/en_ALL/mapfiles/openhand.cur

    google.com/intl/en_ALL/mapfiles/closedhand.cur

  • Thanks :) Lessened learned tonight: play around with C2 more and stop playing with CC.

  • Alright, my second question for the evening; gears must be grinding. Is there currently any way to make a sprite object or text object act as a hyperlink?

  • Perfect, thanks DoubleElite. It does seem that if fullscreen isn't set to on that it just takes the screen dimensions.

  • My monitor is 1920px wide. When I do

    System:Every Tick => Text: Set text to WindowWidth

    and resize the browser window the text always reads "1920." This leads me to believe that the the WindowWidth and WindowHeight expressions get the screen dimensions and not the browser window dimensions.

    Are their expressions for the browser window height and width? I'd let to let my game scale with a maximized browser window.

    Gracias!

  • I've been putting a quick game together over the last two days for a break on my main project. It's a mix between an open world space game and an arcade shoot 'em up, with a very... very... heavy focus on customization. It has 35 different ships, with 423,234 different- oh wait, screenshot thread, right. I'll shut up now.

    This kind of sounds like the old Escape Velocity games made by Ambrosia for the Mac. I lost hours of my life on those games... and spent just as much time modding them. I look forward to your game if it comes to fruition.

  • Well said, though it seem that you have neglected an important criteria: the game's ability to keep the player's attention.

    My vote was for Mantchet for this alone. It could definitely be tweaked to be a little more challenging in the middle 50%, and some of the ultimates were a bit overpowered, but I found it the most challenging and, well, continually fun!

    Once C2 gets a few more features, I'm going to join the competition!

  • Newt, that looks pretty cool. Are the flower/fan shapes the transports to and from the shadow world?

  • Awesome Yann. This is much needed.

  • Some of the stuff you people do never ceases to amaze me. 215fps with nothing; 201-205 with most objects visible. What are you aiming for?

  • Dude is still on the BOD!

    I was a Mac owner back in the dark ages. I used to brag to my Windows 85 and 98 using friends that I could boot up OS6 and OS7's GUI on a floppy and drag and drop files to the trash that were crashing my computer (dreaded Error -1 and 3, grrrr).

    Everything was indie at that time and Escape Velocity was the best thing since sliced bread. My friedns were rocking DOOM while I was rocking Marathon, which later became Halo. Miss those days.

    But now apple is too closed for my tastes. More-so, it's just gotten to clicky and pricey for me <img src="smileys/smiley17.gif" border="0" align="middle" />

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    I really miss shader support, but I know that WebGL is a ways off.

    Let's definitely get those hotspots and image points up and running. I also have to agree with Families. I imagine a lot of people still using CC are waiting until they can replicate their work in C2 before taking the plunge.

  • What an awesome release (r51). I'll probably pick it up (standard) sometime after work. Is the license good for the life of C2?

  • I think the folder idea is great. I, too, never understood the need for sub-animations and had a few game prototypes where the list of animations became... a little unmanageable. So folders would be fantastic.

    Another suggestion to the new animation system would be to better integrate it with the picture editor. It would be a lot more productive if you could add, delete, move frames, set speed, loop and preview straight from the picture editor. In my opinion, the Animator tab could be completely removed, then the Project tab would be used instead if you need to organize animations folders.

    I like this a lot. One less tab would save a lot of clicks and increase workflow. In addition, it was always cumbersome to have to move in and out of the image editor to change animation settings. A preview button would be fantastic to verify the smoothness of the animation without have to preview the game every time.