Tokinsom's Forum Posts

  • -Minecraft (getting really boring)

    -Spiral Knights ( Love it but the devs are super greedy. Anyone notice how f2p games are the most expensive?)

    -My own incomplete games (sigh)

    -Donkey Kong Country Returns (Awesome at first, now very repetitive and boring)

    -La-Mulana (Best game I've played in 10 years)

  • There's a bitmap font EXAMPLE that I think R0jo made a while back (for CC & C2) and then there's the spritefont plugin. I don't believe a "bitmap font plugin" exists, which is why you couldn't find it.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • BG doesn't disappear here..

    Also an .exe doesn't really help. Can you reproduce the bug in another .cap?

  • "Word Wrap" & "Confine text to bounding box" are some settings that come to mind.

  • I would think one's reputation would be a better judge of character (granted it rises by simply posting on the forums...)

    The badge is just incentive to purchase C2 I guess. People love their shiny digital trinkets.

  • -The ability to rotate and flip tiles horizontally & vertically.

    -The ability to select multiple tiles by drawing over the tileset (not using a crappy box you can resize) and being able to rotate the "tile group" as a whole (like tetris pieces) or individually..like in this video: youtube.com/watch

    -The ability to highlight and move groups of tiles.

    -Optional large grid to show the size of one 'screen' in your game.

    -Tile preview

    -Keeping "Tile Groups" as individual tiles, so if you select a group from the tileset, then place them on the grid, you can erase each tile individually. Some editors don't do that..

  • It doesn't maintain aspect ratio (stretches pixels) and to my knowledge only works properly with larger resolutions. Also I don't think you can adjust the display res in normal fullscreen. Plus it often crashes Construct...and I'm pretty sure a number of the aforementioned problems still arise.

  • -Layers with 0% scroll rates don't work (That's a massive one. You have to place all your HUD, Pause Menu, and the like manually with events. I've resorted to using a lot of loops and IDs)

    -You need to use the GUI origin Ashley made well, or make your own, because positioning the HUD and stuff is different in windowed and fullscreen.

    -If your game is time-based then, when zoomed in, everything will appear to move by fractions of a pixel. The only way to get around that is to give each moving object an invisible "base", then set the objects position to round(base.x),round(base.y) I said screw it, and hope nobody notices.

    -Magicam won't work in fullscreen

    -"Object is on-screen" doesn't work.

    -Scrollx=0, Scrolly=0 is not the top left of the layout.

    -Plasma object doesn't work.

    -Fontsprite characters get distorted at different zoom levels

    -Text objects are blurry and look horrible when zoomed in

    -You can't set the fontsprite's position, so you'll have to attach it to an object. It still shakes sometimes.

    That's all I can come up with off the top of my head. Have fun!

  • Thank you for the in-depth explanation, Tulamide, but I was totally joking ^^; (Y'know, since nobody uses MIDIs anymore...right?)

  • What's a MIDI?

  • That's not fullscreen, and it blurs the display.

    Your best bet is doing it this way scirra.com/forum/fullscreen-while-keeping-aspect-ratio-with-bars_topic43714.html

    but it causes a million little problems you're gonna have to work around. It ain't pretty.

  • object.animframe+1

    or

    self.animframe+1

  • No. ^^;

    If it's loading 3 times then you're probably saving a single layer's data to all 3 z dimensions...or something...somehow..

    When you place a tile/object/whatever do you write the value at (array) x,y or x,y,z?

  • There's no need to create your own "loops," which I'm assuming is what's slowing things down.

    Arrays can do this themselves with 'for each element' and are capable of loading incredibly large levels with many layers instantly.

    There are some very simple array-based level editor/loading examples around the forum you might want to check out!

  • Should still take a split second to load O_o..