ryanrybot's Forum Posts

  • To get a longer jump, you will need to simulate the direction you want your object to go; either by simulate pressing right, or left.

    You may need to tweak the acceleration and top speed attributes as well to get the desired result.

    There are other methods, but that should work.

    btw, this should really be in the "How do I..." section. You may have better luck having your questions answered there.

  • Thanks for the heads-up ! The last thing I want is to spread misinformation.

    It's been a while since I've imported any animations, and should have researched before I spoke.

  • I really like Spriter, and use it mostly because I didn't want to have to draw all the animations. Although I can't vouch for the performance gains, on paper it makes sense as a way to save a ton of memory.

    Luckily, Brashmonkey has some step by step videos as well.

  • If you are on Windows 10, it might be because of the latest update. Microsoft probably implemented a new security feature.

    I'm even getting the prompt for other applications that I know are trustworthy, so I don't think we all have digital herpes now or anything.

  • Okay, bye. Have fun.

  • Thanks chrisbrobs!

    The work you have done is very impressive, and I'm certainly excited by what you plan on implementing.

  • Do you mean saving your game and continuing from your last save?

  • It seems really promising so far!

    So this will be an effect that can be applied to individual sprites, and not something that affects the whole scene, is that correct?

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  • Ha! That plays a lot smoother than I thought.

    Loving the powerup. Very cool idea instead of a fireflower.

    I noticed there are a few issues, such the character being able to run ahead of the camera a bit, but it's taking shape really well.

    I look forward to seeing what you have next.

  • I've heard good things about https://krita.org as well, but it might be catering more to digital painting than pixel art. I've never used it so it's here just for completing the list. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • This is really cool! Are you going to add any other elements, such as holding items or anything like that?

    I like how your quick project looks more polished than a lot of full games.

  • Pretty good start!

    I had to dig way into the nether regions of my brain to remember where those ship sprites come from. Good ol' Klik&Play days.

  • On the start, I was worried about her costume design, because the Lara's costumes!!

    But for now the Tomb Raider series is following another costume design and no problem for me!!

    Hmm... just because Lara Croft no longer has that design doesn't make it invalid. There is no denying that your character looks like Lara Croft with red hair.

    You don't have to change it, but don't be surprised when people start calling out the design similarities.

    The game is looking pretty good though, I would just hate to see it criticized harshly because of the character design.

  • You can easily set the collision polygon for a tilemap object.

    Excerpt from the manual -

    "When testing for collisions with a Tilemap object, empty (erased) tiles count as not colliding, and all other tiles count as colliding. A custom collision polygon can be set for individual tiles by clicking the 'Edit tile collision polygon' button in the Tilemap bar, or just double-clicking the tile in the Tilemap bar. Note however the collision polygon cannot be entirely removed from a tile: only an erased tile counts as not colliding at all.

    If you wish to have tiles that are visible but do not register a collision, use two Tilemap objects layered on top of each other. Test for collisions with just the top object, and erase any tiles that should not register a collision. These tiles can then be placed on the tilemap object beneath, so they appear in the same place but are not tested for collisions."

    When you have set the collision polygon for the tilemap, check the collision polygon for the character as well, as C2 likes to estimate it on import. Squares really work the best, if you don't need per pixel collisions.

    If you need more help, you can post your capx and we can take a look at where things are going awry.

  • hehe, thanks mudmask!

    Wow, the new character sprite looks great in motion. If you could touch up some of the other art to match the new detailing, you would have one fine looking game.