Tokinsom's Forum Posts

  • The running cycle looks like that of a wolf's or something similar. I imagine a boar running at full speed would look quick and goofy due to it's massive body and tiny legs...more like a trot I suppose. I think the snout could be fixed by flipping the end (nose) upwards a bit like in the pictures. Also yours looks pretty slim in comparison. Aside from that it looks pretty good :)

  • AnD4D PM'ed. Sorry for waiting so long :\

  • Not sure if it'll fix it but you might want to add "Is NOT pressing left" to the first event and "Is NOT pressing right" in the second.

  • Colored outline (maybe with thickness parameter) could be useful.

  • That is a damn shame. Seems it will still be a while before we can fully use external files, if ever :\</p>

  • Yeah in my opinion the new changes are absolutely terrible. Giant goofy headers, ugly bright/minty teal color, little contrast, public restroom toilet paper texture, purple text for unread threads, too much space at the bottom. The old layout was just fine! Click "Log In" after browsing the forums for a bit - that looks like the new layout!

  • If your array must be 8192x8192 you might consider using other data storage such as .INIs or Hashtables so that empty cells are not accounted for.

  • Everything Arima said.

  • As I said in the TigSource Forums I love this game!

    PD: Are you appointing to mobile devices?

    We're planning on it, but developing mobile games in C2 still isn't really an option from my experience. If anything we will release a desktop version and then see what we can do about getting it on mobile devices, but there will probably be some big differences.

  • Added a video to the original post. Please keep in mind this engine is like 4 days in development :P

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  • Oh. Sorry!

    No, it's just a cosmetic thing as far as I'm concerned.

  • Ugliness is irrelevant, what's happening here should not physically be possible. At 2x resolution, 1 in-game pixel should be presented as 4 actual pixels, and those 4 pixels should move as one. That's not what's happening in C2 - it's basically re-drawing the image at a higher resolution! This means that anything being scaled or rotated has a different pixel ratio than anything that isn't. So by itself it looks pretty good..but in-game it's very similar to sprite clashing.

  • I can look in to the size thing, but how exactly do you round an angle to the nearest pixel?

    I think it just comes down to the way the canvas is resized/stretched. It seems C2 isn't drawing the images and then scaling them up; it's scaling up the images and then drawing them. I don't know how else to put it lol.

    Here's a visual comparison:

    <img src="https://dl.dropbox.com/u/105711543/Images/example.png" border="0" />

    The bottom row is what you'd expect in-game Megaman to look like at 1x,2x, and 4x at a 45? angle. No matter how big he gets, he appears exactly the same as he does at 1x resolution. That's good.

    The top row is what Megaman looks like in C2 - That's not an angled Megaman scaled up, that's a scaled up Megaman at an angle. He's completely re-drawn in a different resolution!

    (I know NES Megaman or any 8-bit sprite for that matter wouldn't be scaled or rotated - it was just a cleaner example. There are lots of 16 & 32-bit games with sprite rotation & scaling and the same thing applies.)

  • Or you can change "parallax in editor" in the layer properties to "yes".

  • Graphics with a black border like that are supposed to be used with an additive effect.