PixelRebirth's Recent Forum Activity

  • Splynch looks like fun. Especially that giant skull! Want to play!

    And wow Inkbot, very good Sprite and smoothly animated already. Can't wait to see how your project will turn out!

  • I was excited about the Perlin Noise plugin when it was announced, but couldn't really make up my mind what to do with it. Because of some topdown prototyping and the example Newt posted in the plugin thread, I came across making this little thing:

    <img src="http://dl.dropbox.com/u/2306601/PS032b_small.png">

    PerlinScape 0.4 with source

    So you can randomly generate those little landscapes and automatically create a pseudo 3D view of it. Not a big deal, but I was pleased enough with myself to share this here.

  • Can you endure it?

  • Linkman can you read minds?

    Just these days I was thinking about having a command line feature in Construct. And then it really happens.

    I can think of many cool ways to abuse this plugin already. Construct is more complete thx to you again linkman!!!

  • Since I just had a look at your cap, I guess I know why you often accidently manipulate sprites in an unwanted fashion. Keeping everything on one single layer makes things messy.

    So my advice is again: use layers. Lock layers you're not interested in atm. That should make for a much better workflow.

    Apart from that I don't know about your suggestion. It's not a feature I would really need or use at all I guess. Maybe there are other opinions though.

  • You should really check out the Platform School tutorial here on the forums. You would profit from it a lot!

    http://dl.dropbox.com/u/2306601/sm_edit.cap

    I changed your cap to work the way most of my platform games do. There's a dummy sprite, which has the actual platform behavior applied to it. The mario sprite will be always set to the dummy's position. Also mario's animations will be always set to the dummy's animations. Those animations are tagged, which means you don't need to specify them with events if you only have the standard stopped/walking/jumping/falling.

    A few things I noticed:

    You are using many small sprites for the blocks, which all use per pixel collision. Use bounding box collision instead wherever possible. And use as few solids as possible.

    The sprite using the platform behavior shouldn't be solid itself.

    Make use of layers. It's way easier to select stuff and keep the overlap order. I made one additional layer for the sky already.

    You don't need the mirrored directions in your animations. You can have only the direction right for every animation and simply activate AUTO MIRROR under the object's properties.

    For a proper placement of mario with my method you would need to adjust to hotspots on the different animations too.

    And as I mentioned: read the platform school tutorial, will give you many pointers.

  • The flash change is something I was looking forward to. Although I'll have to change some events, it'll work fps independent now finally. Yay!

  • im sort of slightly unsure about one thing though. do we have to have the game completed before december 1st? do we need to have something to show on december 1st? or is this simply the day the compo begins, and people can start entering there stuff/sign up there game until the compo deadline which would be january 10th or something? or do we need to say were entering by December 1st, and have until the deadline to work on it?

    I guess it comes across a little confusing. You don't have to have anything done for now. It's just that you should sign up until Dec 1st. In order to do so, just create a thread as described. You can include as much info as you like. And as you are creating your entry, you can keep ppl updated about your progress inside that thread. So the competition would be sort of interesting to spectators along the whole runtime.

    1. Dec official start of the compo. You should have signed up by creating a thread about your project by then. Maybe there's no point in being a nazi about this though...

    January 10th the compo ends. Entries as complete or incomplete as they are need to be uploaded and linked in the game thread until then.

    If there are any additional questions, suggestions, objections or whatever feel free to post!

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  • Cool, another entry.

    The game sounds interesting and a little bit on the crazy side. Can't wait to see more from this!

  • The steps you described should work just fine.

    Maybe the collision mask of your physics behavior is accidently set to NONE on the apple or the ground. That's my only guess for now.

  • Congrats Davio!

    Spectrum Wing really is intriguing and the best game I played of the compo. Great job!

  • Wow, so christmassy.

    The presentation of your puzzle game is done very beautifully. Good job! I would have only wished for a nicer font.

    As you mentioned the engine isn't really bulletproof, therefore it'll occassionally not recognize matched blocks properly. Still it's cool you came up with this on your own.

    My next match-3 game I'm going to make on the basis of PixelRebirth's tutorials using Array object.

    Are you going on a match 3 rampage?

    Can't wait to see more games from you!

PixelRebirth's avatar

PixelRebirth

Member since 26 Mar, 2008

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