Tokinsom's Forum Posts

  • I don't see that. I feel it is much more professional to work on the business at the same time as the game so we all know where we stand and there are no problems about money etc once the game is released.

    And lets be fair, just because something doesn't work for you doesn't mean it isn't right for someone else, or that it feels amateurish.

    Yeah I wish more people would focus on the business side of things a little more. It's a bit unsettling to jump on board and do all kinds of work without a contract or anything.

    On the flip side, lots of people start websites and "companies" for their games to look professional, but lack of content (like, well, the game) just makes them look even more amateurish, as Rory stated.

    Anyway, sorry, I'm no artist, but posting more info and maybe screenshots or a video will help find you one.

  • Yeah it's uhh...not working like that in my project. Weird. Will investigate.

    EDIT: Ok there were some other events I didn't notice that were interfering. The flashing works now, but the first example still affects all objects in the family instead of the one player is overlapping :\ hmm

    EDIT 2: Solved. It would appear that the only way to toggle family effects on individual objects in a family is to set the parameters so that they look enabled or disabled - actually enabling or disabling the effect will affect all instances.

  • I normally use "objects in objects" instead of families, so I've run into some unexpected differences in object selection / instance picking when attempting to use them in my latest project.

    +Player is overlapping family and presses Z

    -> Enable family effect

    This enables the effect for all objects in the family, not just the one the player is overlapping like I thought it would.

    +Player is overlapping family

    -> Toggle Boolean "Flash"

    +Is Flash

    -> Enable family Effect

    +Is NOT Flash

    -> Disable family Effect

    And this only works 50% of the time when overlapping the first instance, and 100% of the time when overlapping all instances. And by work, I mean it makes all objects in the family flash, not just the one the player is overlapping.

    I've tried a combination of "For Each" , "Pick nearest/farthest" ,and swapping the order of "player" and "family" but nothing is working - it's all objects or none. Could someone explain this to me?

  • There are a few reasons this happens. An easy fix is to check if the player is both on the floor and overlapping a collision tile. If so, move the player up one pixel.

  • This is why I often prefer "objects in objects" instead of families. From my understanding you want, say, and enemy with some AI. Then, you want a totally different enemy to have that same AI, but maybe with a few differences. Well, since you made them separate objects, you'll have to "re-link" the events by hand. But, if you made both enemies the same object, all you have to do is copy those events and place them under a sub-event defining which enemy that object should be. Unless I'm missing something, that is the solution.

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  • Valuable stuff, thanks for posting! I think you will get more feedback though if you provide some more examples of practical applications. There are all kinds of programming tricks like these, but it really comes down to where and when to use them.

    So far I've used the automatic loop counter for pause menus, toggling global variables since global booleans don't exist, and making objects flash or flicker. It also helps with palette shifting (see: NES Megaman charging) and slot machine type stuff. I'm sure there's a lot more than can be done with it!

    Modulus also allows you to check if numbers are odd or even, which can help make checker patterns and stuff (I've used it for a zig-zag health bar that consists of multiple objects).

    Also, aren't "conditionals" called ternary operations?

  • There is a search bar under the events tab in the ribbon.

  • Yeah I am not particularly impressed with CocoonJs especially since blowing $350 on a tablet just to find out CocoonJS is not compatible with it. After getting a better phone that is compatible it still isn't that great. Performance is good though.

  • Works fine here.

  • I certainly hope so. Using 3rd party level editors with C2 would be a godsend. Have you had any luck with it?

  • Great plugin! Very useful for tools. Unfortunately the bug Seac mentioned is preventing me from actually using it. Any chance you have the time to fix that now?

  • I mentioned Tiled because you can export the map as an image, then import that into C2 and make the rest of the level. That's a pretty terrible method though.

    I don't think the tmx-converters are that useful because Tiled isn't that great..There's no good way to place objects, backgrounds, etc. nor edit their properties, just tiles..It's not that great with tiles either; you can't flip/mirror/rotate/shift them or the current selection. Ogmo Editor 2 or maybe DAME (haven't used it much) seem like much better options.

  • Nope, neither CC nor C2 have tileset support. It's something nearly every game engine neglects for reasons I'll never understand; tilesets have been used in thousands of games and are still used today. Without them, your level building options are very limited.

    Yes, you can "import tilesets" as sprite objects, use different frames as different tiles, then drag and drop them in the layout, but that is impractical on so many levels that I shouldn't have to explain why.

    You can build your own tile-based level editor too, but C2 is designed to make games, not tools, and that is a significant amount of work just to be able to use tiles; you're basically making a new layout editor in all it's entirety. Also, without full file i/o, simply managing your map data will give you a headache.

    I think the best bet is to use Tiled or maybe Ogmo Editor or some other 3rd party tile-based level editor, but I'm not sure how you'd read their output to load tiles, objects, map settings, and other data. I hope somebody looks into that soon..

  • I don't think a minimum nor best resolution exist. It's what's best for your game!

    GameBoy: 160x144

    GBA: 240x160

    NES & SNES: 256x224

    The most common resolution I've seen, but mostly for retro/indie games, is 320x240 and multiples of it (640x480,1280x960)

    To my knowledge 720p and 1080p are reserved for 3D games or like..Muramasa type stuff.

  • Making your own wrap behavior is easy. In this case, just check if the object's y position is greater than n, then destroy and re-create it at the starting position.