Tokinsom's Forum Posts

  • The new "Postalot" badges are a bad idea; people will be inclined to make numerous, mindless posts just to get them. Go check out the 'your creations' forum..

  • I support this only because I've been wanting to make a number of large tutorials and example files but don't feel like it's worth it. It's taken a long time and a lot of work to learn some of this stuff, so just posting it for others to take and use at no cost doesn't seem fair. That and, well, it seems like a decent way to bring in a few bucks (Scirra too if Spades' idea is considered.)

    Then again, yes, some people will probably take all of these 'templates', slap them together, and start an onslaught of crappy copy/paste games. That seems like the only (yet major) drawback to me.

    I dunno..it worked for Stencyl..I think..

  • Yyyyeah I was afraid that would happen with delta time. Thinking of a better way to do this..

    edit: Wow, how embarrassing. I dunno man XD Delta time makes stuff like this way more complicated than it should be.

    All I can think of is making an invisible 'base' that moves to the final location as soon as you press a key, then have the player move to it (and deactivate controls until it meets its destination). I tried doing it with just values, kinda like you mentioned earlier, but I couldn't get it to work; kept getting floating point values so it never properly met the destination. Using int() didn't help either.

  • This can probably be done with less events/values but here ya go.

    dl.dropbox.com/u/17634050/GridMovement_1.capx

    Er..think this is what you were talking about atleast ^^; Not sure what you want for the scrolling..sounds like a simple "Always set scrollx,y to player.x,y"

    For continuous movement just replace "on key pressed" to "on key is down"

  • You're 23409712490 times better off just making your own level editor, to keep levels external. That way you can have all of them in a single layout; no lag.

  • Well yes, I suppose you should..but good luck even getting their attention.

    I'm not trying to say crediting the rightful owners and such makes it legal, but it's definitely something you'll want to do.

  • If you aren't selling the game, aren't claiming ownership of the characters, etc., and crediting the rightful owners, then I don't see the problem. There are thousands of fan-games out there. Sure, some (like, 3) have been shut down, but only because the rightful owners saw them as a threat, or they were profiting from their work.

  • That would do for gradually changing colors, but the 'blending' is a whole other monster. You could always take 2 transparent objects and overlap them, making a new color..that's probably not the most elegant solution though :)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • RGB(r,g,b)

  • You can use distance(player.x,player.y,enemy.x,enemy.y) to get the distance between your player and the enemy.

    sourceforge.net/apps/mediawiki/construct/index.php

  • Awesome.

    Couldn't really get a good picture of this...so here's a video.

    youtube.com/watch

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/swirly.png" border="0" />

  • I wouldn't say they're graphically inferior; they're completely different types of graphics.

    And yes.

  • nicalis.com/nightsky

    o.o;

  • Thanks for the input. Come to think of it I had ~3800 objects and 60fps before the 'portal rendering', and there's only ~400 now in the largest room so far, so I guess it'll be fine. I'm just worried about the game's performance on older computers, so I've been doing everything I can regarding optimization. Maybe I've gone a bit overboard ^^;

  • My levels consist of multiple rooms, and are loaded from an array. I've managed to program a sort of 'portal rendering' where the whole map is loaded at each room transition, but everything outside of the current room is destroyed.

    There's still ~300 tiles per room, plus ~100 collision tiles, so I've been thinking at each room transition I should create a canvas the size of the room and paste the tiles to it, then delete the tiles.

    My questions are..

    1) Is it worth it? I'm basically replacing ~300 16x16 tiled background objects for a single, large image with an average size of 1024x224 or vice versa..so I'd say it's worth it..I tend to stay away from giant images though, and as far as VRAM is concerned it could pad out to 1024x1024 or larger, right?

    2) Should I also paste the collision tiles to another canvas? It's either ~100 sprite objects each with their own collisions, or a massive collision mask that is the canvas.

    tl;dr... Which is better? Hundreds of little objects, or a handful of massive objects?