Zantium's Forum Posts

  • Koolville Chapter 1

    Whatsup Everyone!

    Im excited to say i have a test build that i want to place out on the community,Its nothing special at the moment i just need some feedback on the Movement...

    RookieDev Looking good so far - some feedback from another newbie;

    Animation looks good but you might want to either speed up the walking animation to match the movement speed, or slow the speed just so they match and look more natural.

    The punch animation is a bit quick to see, again, maybe slow it down or add more frames or pause it on the last frame for a moment? (I think you can do that)

    It needs some blocking sprites on each side to stop you wandering off screen. I put mine just off the viewable window so you can't see them.

  • <img src="smileys/smiley36.gif" border="0" align="middle" /> You edited your post as I was editing mine.

    Interesting that post from Ashley from last year, sort of contradicts the more recent ones.

    Hmm, odd sizes would make it easier for my backgrounds, I'll re-work them then. ;)

  • Ah, right - I was busy editing my previous post. That sounds right, from what I understand then you could use 16x32 which would give you crisp textures that the engine doesn't have to resize on the fly but you'd waste memory as you'd be using double (a 32x32 sized imaged would have to be created in memory).

    It would be more efficient in that case to draw it as a 16x32 then chop it into 2x 16x16 tiled and just add those in side by side, which is the route I've been taking.

  • Are you sure? I thought Ashley stated that all images were expanded to a square so it should be power of two with both sides matching.

    Edit:

    Due to the way graphics processors work, images are usually actually held in memory in a power-of-two size (e.g. 128x128, 256x256, 512x512, etc).

    Also in the "Remember not to waste your memory" blog, only square sizes are mentioned.

    I hope you're right as it would suit me better in the long run (I won't discuss how long I may have wasted re-drawing my images to use square tiles after being advised to do so...) <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Braid was all done in photoshop so as above a resounding yes.

    Here's a great article on the creation of the theme and graphics in Braid.

    gamasutra.com/view/feature/132147/the_art_of_braid_creating_a_.php

  • Confirmed, same issue.

  • Thanks folks, I'm really liking the software.

    I didn't know about the wrap feature, I'd better look into that next.

  • I'm a newbie too, still finding my way round the features and possibilities while creating a platformer.

    I wanted natural looking clouds in the background and spent a bit of time over the last few days playing with this, here's a quick clip of what I've done.

    The clouds are completely dynamic btw, you'll not see a repeat and tweakable for weather/level mood (which is what I was aiming for).

    youtube.com/watch

    (Alas, I'm not allowed to post hyperlinks even though I bought the software, *sniff* #untrusted) <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I've had a few crashes (clicking back on C2 from a preview Chrome window) with the free version through Steam but I was sufficiently impressed to buy it anyway. Just in case I went with the non-Steam version and haven't had a crash since.

    I'm still in the "testing what I can do" phase but I'm finding it pretty easy to implement everything I've thought of so far.

    I quite liked GM but they're different approaches and honestly, I don't think it's in the same league as far as productivity goes.

  • Thanks but that would only work if I used two emitters, one for One Shot and one for Continuous. I'm seeing if there's a way to change the Type setting instead.

    I can basically solve the problem but I want to know if there's better solution.

  • The are two options with the particle plugin, One Shot and Continuous.

    As far as I can see, I can change every other setting of a particle emitter through events except the type.

    I'm new to this but I can't find any solutions, it there a way I can write something that directly changes this property?

    Context;

    I've just bought the product, first game (as a learning what I can do experience) I'm building a platformer and want moving clouds in the background.

    I have it all working pretty well with a burst of flow at the start but I would like to One Shot to create "existing clouds" on loading the layout, then switch the emitter to a slow flow.

    I could use 2 separate emitters but it would be more efficient to use only one.

  • Yeah, mine's been crashing quite regularly. I've been remembering to save until tonight where I'd spent about 3 hours and hadn't realized the time... oops, all gone. I know roughly what I did so I can rebuild it tomorrow.

    It's always when going back to C2 after previewing for me. Click on window and "...stopped working".

  • Sounds like a good solution, it would have to be the bottom row I think as my images shown are transparent on the top half anyway.

  • Or just a simple x,y cursor position reading (as used in many graphics programs) at the bottom of the screen perhaps?

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  • The tiled image always has a row of anti-aliased pixels along the edge between solid and transparent edges......

    During runtime your image size is a window showing a piece of that infinite tile.

    ...

    If you go over the power of two, the image will be stored in a bigger PNG file to fit the extra row.

    Thanks, good explanation! This wasn't a complaint btw folks, I just wanted to know what was going on. No point in re-doing things later to fix it if I can learn enough to do it right the first time.

    I shall carry on creating assets to throw at the engine. <img src="smileys/smiley2.gif" border="0" align="middle" />