Tobye's Forum Posts

  • Hey all,

    I have an issue where adding a new object or changing its image can result in the image getting squashed into a small portion of the object in the editor. It still displays correctly in game, but it prevents me from building a level at all.

    Here is an image of the problem. I get it quite frequently now, for both sprites and tiled backgrounds.

    I will try to make a bug report later, but it will require me stripping down my project and will take some time. So for now, does anyone have any solution for this?

  • While it's not a must have, Spriter is really a fantastic compliment to C2. Not only does it make life super easy for your animators, but saves you a whole bunch of time and effort when it comes to importing and using animations.

    So while it's not in any way integral, I highly recommend you check it out!

  • BluePhaze - cool, thanks mate :) I can't believe I never stumbled across that before.

  • thehen - is that something you do after exporting or when you import the assets to C2?

  • PixelRebirth, oops, I didn't see it. Well nice to know some people are on it, but looks like there's still no successful submissions yet.

  • Hey all,

    I came across the FGL site where they offer you $200 for your HTML5 games if they have their API in them. Here's the link so you can check it out.

    I just have no idea how to add it though, or even if it's possible. Does anyone else have any idea or be able to help?

  • I remember someone asking about this a while ago, and the answer was something like 'scale of height and width can be different, so it wouldn't work'. I agree it would be nice to have an expression for height and width scales, but you can already do this easy enough with the imageHieght/Width expressions.

  • Hey Rhiley,

    Thanks, but I already found someone. But if you have some links to your work maybe I can find time for more later down the track :)

  • Hello,

    I am wrapping up an RPG engine I've been working on for about a year now and want to start putting some test games on it. So, I want to make a lot of very small games consisting of 1-3 screens max and 4-6 characters.

    There is a RTB style combat system, although it doesn't need to be used. It can be just adventure style walking around and talking with a puzzle or two.

    I want these to be done within a week each, and am up for suggestions as to what exactly happens in these games, so long as it can be done fast. The idea is to just get games to a finished state as soon as possible. I will release them on a number of stores, but don't expect there to be any revenue, it's more just dropping pennies in a well.

    So if you're interested and can do characters, backgrounds an UI let me know! Also, if you use Spriter it would be much better ;)

  • Thit is exactly as I have it and it works fine:

    *EDIT: Sorry I can't get the image uploaded now and need to leave, sorry!

    I think the issue is you haven't saved your data as an array in the first place. You would need to save your array as json, upload it, then when you download it again it will work.

    But if you want to add your values into an array, just do something like:

    Repeat tokencoun(ajax.lastdata,"(chosen token"))

    Set value of array at index: loopindex to tokenat(ajax.lastdata,loopindex,token)

    That should work fine, but I am still very new at this!

  • lennaert - so does this mean I've been wasting my time? xD

  • Thanks Allchix, I finally got it working :D I don't know what it was exactly, I played around with lots of that stuff and added/deleted some spriter objects. I'd done it all in the past too. But, now it's working so I'm happy!

  • lucid - I still have the issue where my nodewebkit exports don't show the animations. I know they are there, as I have things spawning on their location, but they are not visible. And as someone else here exported the exact same capx and it works fine.

    So, any ideas what could be going wrong? Is there some setting somewhere that might be causing this? It's been like this the last 3 betas and nothing I have tried seems to work.

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  • Kyatric yeah that's all very valid :) As a Ludum Dare competitor it falls way short. It's also a case for the failings of democracy - I'm on the record of being staunchly against the whole design of the thing :P But, not everyone can get what they want. This is another tip I would give people: assign your lead designer ahead of time. Get someone to make all the final calls, otherwise you get dragged in too many directions. (Although I do like the idea of perma-death, it just needs to be vastly better in its layout design)

    But that said, the primary goal was to see what we could do with a group of people in a short space of time, and it looks good! And for the scope of LD it can be hard to fit everyone in, but I want to try to expose the potential for bigger projects. LD was just a good chance to bring some people together. And the main thing gained is how much we all learnt in this process. Like now I understand better all the considerations to get smooth multiplayer that I can factor in from the start.

    And thanks for the keyboard advice, it never crossed my mind actually. And also controller should work on it too.

  • Thanks Games ! I have only just been able to see it myself now.

    zatyka and anyone else who is interested, here's what went on:

    First of all the SVN worked great, until it started lagging in a peculiar way. It meant the updates were becoming available to other members, although they would not update, say, the image files unless you waited mystery amount of time. So essentially they were updating only portions at a time which thoroughly destroys everything. So, either don't use one or try out a different program or have some kind of synch happening where each member only commits at their allotted time. It was very sad to see this, as I was a big advocate for it. It worked fine on small commits and tests, but the way it crumbled once real production began cost us many, many hours.

    Then there was the point of my PC frying with a good chunk of time remaining. Not only did I then miss out on this time, but several hours of my work was lost. I then had to skype call Lennaert from my phone to walk him through some of the final 'must be done' changes, which then also sapped his time. This was really bad as, not to speak down to the other guys, but Lennaert was one of the 3 major contributors. This meant that only really the artist got to put in a good effort (it really shows 'ey?), as he dodged SVN and this final issue.

    Then there were a few hiccups with Spriter, as the artist only just started using it for the competition. But they were soon figured out and it's easy to say that it's a totally amazing tool.

    Lastly, even with the SVN gone, merging work became quite simple. As long as everyone was working on a different part, things were structured so we could easily just port them across. The only downside of course, is it takes a while to get up-to-date copies out to everyone so they can all see the whole thing moving.

    So what did I learn from all this? You want more people. You always want more people. We could not have got the art the way it is, functioning game, and multiplayer in there as one person. Sure the last 2 need a lot of work, but they are there even after all the hassles. And since then, Lennaert has got multiplayer working with the appearance of no lag across several games, Lorne has learnt Spriter and I learnt how to deal with some serious problems and do some funky new mechanics I never had to try before (like climbing ledges which gave me a lot of grief and still needs some tweaks, but it works). So this was very worthwhile and I encourage everyone to try getting out there and forming some bigger teams!