Tokinsom's Forum Posts

  • Still looking forward to playing it when you have it completed :)

    It is still impressive how much you and your team have accomplished in such a short period of time.

    Heh, yeah. I'm surprised we made it this far. Good planning goes a looooong way :)

  • Bah, humbug!

    We don't have time to finish Bumper's Quest for the competition, so we're just gonna submit a miniature, single-level version of the game with a new plot. We will finish the actual game after the competition.

    :< Sad.

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  • "- The most obvious workaround is simply emulating 320x240 in 640x480 resolution with 200% zoom. This is not an optimal solution as it ***** up layer scrolling of layers with 0% scrollrates and allows for "subpixel" graphics on things rendered post-zoom (like particles)."

    Unfortunately that's the best you're gonna get. I've been messing with this for a long time.

    To work around the 0% scrollrate issue, you'll have to position your objects relative to scrollx, scrolly. If you're using Ashley's fullscreen w/ aspect ratio example, then they must be relative to the UI_Origin or

    (scrollx+barL.width)+n

    (scrolly+barT.width)+n

    If you really don't care about blurriness on certain PCs or maintaining aspect ratio, you can try the built-in fullscreen or maybe the window object.

  • Sounds interesting. What is it?

    Detects whether or not an object with the platform behavior is touching a wall to the right or left. You can use detectors in the meantime but yeah..would still be nice to see this in C2 :)

  • <img src="http://dl.dropbox.com/u/17634050/AutumnScreen.png" border="0" />

    2 more levels to go..

  • Works perfectly! Thanks for fixing it so quickly! Now to grind on this game for the 2 days I have off work ^^;

  • Erg, it's getting pretty complicated to get everything working, heh. Still, try this one: http://dl.dropbox.com/u/15217362/platform-jumpthrufix.zip - is that working for everything now?

    I can imagine :P Well I just tried that one. It fixes both of the previous bugs I mentioned, but now there's another new one. When overlapping a platform while standing on top of another platform, the player thinks it's in the air, like so..

    <img src="http://dl.dropbox.com/u/17634050/platbug3.png" border="0">

    I didn't jump or anything, just walked up to it. I can probably work around this by making the platforms (invisible tiles) 1px thick so the player base doesn't overlap them when standing underneath. Fortunately my character is short enough for this to work. Not sure about the platform enemies though. I'll try that now..

  • Overlapping a jump-thru platform at any point (except when standing on top) causes the player to stop moving horizontally.

    Any quick changes I can make to the platform behavior and/or jump-thru attribute to fix this? Can't really wait a few weeks for a new build with the fun chowder competition and all :)

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  • Great job, dude! Keep going update this promising game.

    How long you take for first release? How about the sprites? Have you made it?

    Hopefully it will be finished and released on the 23rd (end of the Fun Chowder competition) but I start my new job tomorrow so yyyyeah..won't have nearly as much time to work on it.

    Graphics were made by Jerom & Betatronic. I just helped with misc stuff and animation.

  • The Wait Object is good for this. You can do something like..

    +Condition is true

    -Wait 1.0 seconds

    -execute action

  • -bonk-

    Just kidding. If I understood correctly, you just want a black background? If so you can go to layer 0 and change the background color in the properties panel at the far left.

    Otherwise, no, there's no image editor in C2 so the best you can do right now is make your image in Gale or Photoshop or something, save it as a .png, then drag and drop it on to your layout. Or just add the object and import an image.

  • spriters-resource.com/nes/mm6/sheet/36587

    All of the charge / weapon palettes are near the bottom. You'll have to recolor the main sheet yourself, but it should only take a minute if you have a color replace tool.

  • New Condition > System > Compare 2 values > Object.Platform.VectorX

  • NES Megaman, which uses palette shifting. MMX's charge can be done with a single mask. Guess you can do that here but it would look weird.