SoldjahBoy's Forum Posts

  • Graphically this looks really appealing... can't wait to see some action footage

    The motion will really give the verdict - it usually does, no matter what the graphics look like. I'm expecting some really visceral feeling action

    ~Sol

  • Yeah this is pretty cool.

    One bug I did notice was when you kill one of the "frog guys" that his health bar stays there and doubles up with the reported health from the remaining enemy. Once both are dead the health bars both stay there at 0. I'm guessing you knew about that already, but thought I'd mention just in case.

    ~Sol

  • A mechanic is only as good as his tools... or something like that.

    RPG Maker, as already stated, is not a *bad* piece of software - it's just not the most intuitive and definitely not as flexible as C2 (or many of the other options out there for making games).

    ~Sol

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  • SoldjahBoy - Lol. You went to all the trouble just to prove me wrong.

    Actually no... I just happened to remember that calc has had a long standing bug with that particular sum. It was just funny luck you used that as an example haha. XD

    ~Sol

  • [quote:d3v9u7hr]@SoldjahBoy - I can tell you that the Calculator of windows has 0 bugs. XD

    ORLY?...lol

    ~Sol

  • >

    > > that because c2 is full of bugs and don't give us a good performance for big games and don't give us a good size for little games so we can not have nice little game with a small size to be a hit or a big game with a smooth gameplay.

    > > just imagine if flappy bird was +30 mg size ! it simply coudn't be a hit

    > > or if clash of clans didnt have a smooth game play.

    > >

    > This is a horrible generalisation at best... I've seen plenty of larger C2 games with perfect performance. It's how you set up your events and how efficient your design is... it's nothing to do with C2. Also... bugs? Those are rare, but name one piece of software that has zero bugs?

    >

    > ~Sol

    >

    name one of that big c2 games ?!

    The game I'm working on is pretty big... unlimited tile generation, thousands of moving objects, complex math, open world... how much bigger do you want?

    ~Sol

  • that because c2 is full of bugs and don't give us a good performance for big games and don't give us a good size for little games so we can not have nice little game with a small size to be a hit or a big game with a smooth gameplay.

    just imagine if flappy bird was +30 mg size ! it simply coudn't be a hit

    or if clash of clans didnt have a smooth game play.

    This is a horrible generalisation at best... I've seen plenty of larger C2 games with perfect performance. It's how you set up your events and how efficient your design is... it's nothing to do with C2. Also... bugs? Those are rare, but name one piece of software that has zero bugs?

    ~Sol

  • This looks super cool... ninja gaiden meets metroid meets contra meets megaman indeed...

    ~Sol

  • Dudes (and dudettes) now have hair styles - and a link to the standalone version (with namelists and README instructions for "installation") now included in the web build.

    For now, the game puts data in C:\dudeman - so make sure you delete this folder after testing if you don't want junk files hanging around on your system.

    ~Sol

  • Yeah I have a few workarounds, like placing manually... it's just, annoying that C2 can't store origin/image points at increments of pixels (at least 0.5) because odd width sprites surely aren't THAT uncommon.

    Fortunately in my particular instance, I have already sorted a work-around for the issue, but it was a hard coded case-by-base solution.

    I seem to remember CC being able to place the old "hotspot" at any increment of pixel? It's just particularly strange that the C2 image editor allows you to place them at any increment as well, but it rounds it to the nearest whole pixel once you save and close the editor or change to a different animation or frame.

    ~Sol

  • yes but that happens when you have uneven size of sprite - 1/3/5/7/9... x 1/3/5/7/9... they have no midpoint, but 2/4/6/8... x 2/4/6/8... have midpoints.

    This was what my original post is about... having a sprite of "un-even" or "odd" amounts of pixels.

    My game character(s) are an un-even/odd amount of pixels wide - so they can have a single pixel for a nose or bellybutton, instead of a 2px wide "line". It's incredibly frustrating to juggle imagepoints around to line things up properly for each rotation of my character - only to have it fail as soon as I want to rotate/angle a part of the body as well, and it just looks wrong.

    ~Sol

  • and you plaec it on point (10,10) - you have 10 to left, and 9 to right side.

    And this is the problem I'm talking about. It's un-even.

    You can't place the origin point at 9.5 (well you can, it just doesn't SAVE there) - only at 9 or 10 - leaving 10 to the left and 9 to the right, or 9 to the left and 10 to the right. Right?

    ~Sol

  • Either method works fine... a separate "global" layout, or just outside the layout bounds (then destroy on startup).

    There's no real benefit to using either method, apart from calming any OCD tendencies you may have.

    ~Sol

  • I think we all fall into this category at times.

    Great post

    ~Sol

  • I don't know exactly what you mean by an object "going to" another object... but I assume you will probably benefit from using CONTAINERS

    ~Sol