sachos345's Forum Posts

  • Thanks inquiesco, but the thing is, i have the problem in a much larger game i just used this capx as an example. Im using TileMap object, TileMap needs to have Pixel Rounding set to on, otherwise weird graphic glitches start to happen, like lines inbetween the tiles.

    I already guessed it was the Pixel Rounding as you said, the problem is, it cant be turned off =S

    Go work in your game man, no problem, thanks for the help! I had an idea while i was in the bathroom, so, gonna try that lol

  • But with Pixel Rounding set to off there are weird graphical glitches using TileMaps =S

  • Here this is how you load the HS

  • In the project settings set Pixel Rounding to On, also remember to use 32x32,64x64,128x128...etc tiles.

  • Yes is the same in the stable r178. Here is the .capx

  • Hi i want to make moving platforms, for this i use the sine behavior, but when i get on top of the platforms the player doesnt move fluid(ly?), it stutters. I upload the capx so you can see yourself. Please i need help!

  • Hi im using TileMap object to create my game and im using the recomended project settings (Pixel Rounding ON), when i want to create moving platforms (I use sprite with Solid and Sine behavior) there is a problem when the player is on top of the platform, it stutters, its not a fluid movement, i think it has to do with the Pixel Rounding? Is it important to be on if im using TileMap object?

    EDIT: I did some more testing and with Pixel Rounding off it works better but there are a lot of graphic glitches =S

  • Im making a 2d shooter like Metal Slug, i can set up the plugin rigth, everything works fine when im facing right, but when i face left im having trouble setting the bullet angle.

    Normaly if i werent using the plugin i would set the angle when the bullet is created depending on if the player is mirrored or not, but how do you handle this with the jjWeapon plugin? I tried the same method but all my bullets get mirrored =S

  • Russpuppy wow that looks awesome and Jerry thanks for the capz i will have to download the beta version to try it out xD. My question was more regarding how to manage Tilemap objects correctly, but i figured it out.

    Thanks for the help.

  • Mmm still, in most game that have double jump when you fall you only can give one jump.

    The problem you have with replacing X is on floor with X is falling is that the first jumps "desactivates" the "X is falling" because now you are jumping.

  • Hi, im making a 2d platformer using Tiled for level making and then importing with the Tilemap object, but im having trouble managing the levels, i end up with tons of tilemap objects per level.

    What is the best way to handle multiple levels that use diferent tilesheets?

  • May be take a look at the Platform + behavior in the addons section? Its the normal platform behavior but with wall jump and double jump implemented, it works well

  • thanks its useful

    but can you put and editable Demo coz i don't know how to change the player animation also the player face directions

    Sorry am new here

    You can learn about that in the tutorials section, look for Platformer tutorials, there are a bunch.

  • If your gamepad isn't recognized, you can use x360ce to make it appear as an Xbox360 controller to the game: https://code.google.com/p/x360ce/

    You basically just copy the x360ce exe and dll's it produces into the same folder as node-webkit, and in my testing it worked well for playing with a PlayStation 2 arcade stick converted to USB <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    You mean the folder in the plugins folder or the folder where i have the C2 project. Or do i have to first export the game with Nodewebkit?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Is this still in development? The plugin is awesome but i need an event to disable the wall jump =S