Wastrel's Forum Posts

  • I was having a hard time working with your capx so I pulled out the important parts (i hope).

    Here is an example i came up with:

    Direcciones Example

    I hope that helps!

  • Miu3, this can behavior can also be performed with events, as such:

    OnLayer Example

    Assuming this is the behavior you're looking for.

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  • arcalaus, do you have a capx you can post? It might be easier to help if we can see the code.

  • So you can almost forget about power-of-two textures completely...

    Except for those of us with OCD who MUST use powers-of-2. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • vtrix, the array isn't created until you activate the layout in which it is defined.

    Assuming your initial layout (the one that starts up when you launch the game) is mainlayout, and that the array is defined in the editorlayout, then the array won't exist when you first start the game. It will be only be created once you've activated the editorlayout.

    Once you activate the editorlayout, the array will be created, and will exist globally, no matter which layout you activate after that.

    The solution is to define the array in the mainlayout, or create an initialize layout that initializes all of your global objects, then automatically switches to the desired initial layout.

  • Lot's of weapons and gore.

    I thought that was assumed! <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Yann, I somehow missed your explanation of lerp. Thanks for taking the time to explain it so well.

  • Snap to grid is in the editor, under the view tab.

    For 45x45 blocks, you would want 15x15 or 5x5 for a grid size. I don't think there is really a "standard" size for textures, but most people seem to use powers of 2 (2, 4, 8, 16, 32, 64, 128, etc), probably because they provide the largest number of multiples and are most easily divided into smaller pieces.

    Also, what Ashley said. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I can confirm what Arima said. I had the same issue a while back.

  • Great games start with sold foundations, otherwise you just have fluff.

    +1

  • User testing is what makes games good

    This ^

    dont make a copy of something else we already have

    And this ^

    Make something you would want to play, otherwise we will be able to tell that you didn't like making it.

    Make something that is within your ability to make. Simple first, complex later.

    And make something that provides some connection or relevance for the audience. Your game shouldn't exist in a contextual vacuum. It should provide some kind of reference to which your audience can relate. That doesn't mean you need a full back story for a brick breakout game, but little things, like using recognizable textures in your sprites (make them look like real bricks!), reality-based physics, and other small touches can really help to captivate your audience.

  • Point well taken, Kyatric! I've never used group activation that way, so I didn't think about. It's probably easier just to leave it the way it is, since Ashley has more important things to work on.

    Perhaps, in the future, you could create it as a combo box, allowing for text entry or choosing from a list.

  • I was having that same problem and didn't even know it. Thanks vtrix for pointing it out, and thanks Ashley for fixing it so quickly!

    Ashley, is there any way to make the group entry field into a drop down list of all the existing groups?

  • marcinkowski,

    First, I would like to suggest that you get a Dropbox account and share files that way. It is more convenient than having to wait 30 seconds and enter a captcha to download the file (if you don't have a speedy share account, that is). This tutorial should help: upload-your-game-to-dropbox

    Second, is this a screenshot from the preview within C2? If so, and you are talking about the lines between the brown squares, it appears that the sprites were not accurately placed, even though it may seem that way in the editor. I would suggest using the Snap to Grid in the editor, and make the snap size a multiple of your sprite size (i.e. if you sprite is 32x32, make the snap size 16x16 or 8x8).

    I hope that helps!

  • Thanks C2 is really nice for throwing something together and having it turn out pretty well.