Tokinsom's Forum Posts

  • In my level editor you can place a tile on the grid and a value is written to an array in the corresponding cell. In this particular case, the value being written is

    "Tile" & "," & Tile.AnimationFrame

    To load the tiles I use the event:

    +[Array] For Each XYZ Element

    +[Compare Two Values] tokenat(Array.CurValue,1,",") = "Tile"

    -Create Tile

    -Set Tile animation frame to int(tokenat(TileArray.Curvalue,2,","))

    This loops through the array and checks if the current value's first substring equals "Tile". If so, it will create a tile in the appropriate spot and set the tile's animation frame to the second substring after being converted to an integer.

    For some reason it doesn't work. If the current value is just "Tile" then the tiles are loaded just fine, but when I write multiple values to a single cell and try to select a certain one with tokenat(), I get nothing.

    Any idea why?

  • I'm pretty sure you can do this by moving your player downwards a pixel or two (past the top of the platform). Make sure you also don't allow the player to jump while holding down on a jump-thru platform.

  • Just open the project and go to File > Save as single file.

  • I almost forgot about this thread ^^;

    Well, Bumper's Quest is still in development! It's just taking a bit longer than I had expected. We decided to do a bit more with the game and..yeah..more information on the first post (just updated). I will have some new videos up soon and a playable demo is not too far off :)

  • Import the graphics at 1x, use WebGL, point sampling, pixel rounding, and integer fullscreen w/ letterboxing and it should be fine. If your graphics are still blurry or whatever, get new hardware ^^;

    Also, why stick with canvas 2d? If you stick with Canvas 2d, you're going to have a bad time.

  • I think he's just looking for an equivalent to "image offset" that tiled BG objects in CC had, which made them ideal for tilesets. Unfortunately C2 can't do that right now. Until then you're gonna have to use sprites.

  • Just start with the 3 major frames (left leg fully extended, right leg fully extended, then arms and legs passing eachother at the waist) and make tween-frames afterwards.

    If you really need a reference just check out walking sequences from other games; there are literally thousands. You don't need a book -.-

  • If bunny is jumping and his x position is lower than ScrollX (or something else in the middle of the screen), simulate pressing right or set x velocity to a positive value. When he falls, simulate pressing left.

    Using lerp() might make this "sequence" look more natural.

  • You can go to preferences to reset dialogs. Not the ultimate solution but it will get the dialogs back in view.

  • Megaman X, Super Metroid?

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  • Does anyone know if it would be possible to create Android widgets using C2? Obviously it can't all be done through the editor itself, but I imagine the output could be edited to work as a widget instead of an app. I know very little about creating widgets so please bear with me.

    Basically I'm looking to develop a game and instead of having a simple icon you press to open the game, there will be an interactive widget that will communicate with the game data, show animated sprites of the main character, his stats (Health, etc.) and have a few buttons. Pressing one of these buttons will open a game featuring this character. That's the gist of it at least.

  • Yeah, customizable controls is the way to go, but I don't think C2 supports it. I personally use Arrow Keys, A, S, and D, with my little finger resting on shift and thumb on the spacebar. It's similar to the FPS setup so people won't find it awkward. For some reason Arrow Keys, Z, and X is really popular but I find it really uncomfortable and my little finger and thumb hang off the keyboard.

  • Are those images taken from the layout editor or from the running game? If the zoom level in the layout editor is like..165 or something, then stuff like this will happen.

  • Eh..that's interesting. Might be due to the weird size. Tiles in general are 8x8,16x16,32x32, and so on.

  • The texture must be a power of 2 size for image offset to work. You can use empty space if needed.