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  • Could you post a screenshot of what it looks like now? In my case some of the sprites seem extra sharp despite the Sampling being linear, but overall there's no annoying side effects like this.

    [Edited since Mip-mapping is the culprit and not sprite-sheeting. But it still seems that mip-mapping doesn't work quite right, so I hope that gets looked into]

  • Well, I tried it on a PC and, of course, there it was very smooth and everything worked. My tablet of choice doesn't support WebGL in Chrome so will have a look on that, see how it fares.

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  • Simple game idea, but well presented - looks quite professional. Seems like could be fun for two players.

    But, obviously the classic pong formula only lasts so long. You could introduce something else, like, say powerups that spawn in the middle and whoever taps them first gets them or, for example, each bounce earns you some points that you can spend, for example, on units that march toward the enemy fortress (like throwing some tower defense in there).

    That flag animation is nice and adds some life to the background, you could also add concerned little people popping up every once in a while in the main window or towers - funny AND distracting.

  • I believe KaMiZoTo is talking about overcoming the limitation of the built-in shake that requires some scrolling room for the shake to work (or enabling Unbounded scrolling).

  • I suspect it's the graphics card aggressively mip-mapping the textures (i.e. using lower resolution versions when it thinks the texture is small). The problem is that even a single side can be small and the entire texture gets smushed into oblivion.

    Your example up there is just like that - a otherwise tall image scaled down so the ratio of height becomes small and the smush is there.

    I kept on running into this on my thing that also scales sprites A LOT.

    Can you test if it still happens if you change your settings like this (the scaling doesn't matter I guess):

  • In theory they have a JS API so someone might be able to make a plugin. Now whether someone would be willing to put in all that work for something relatively niche...

  • alextro - Wasn't aware of the Self.IID parameter, very elegant.

  • This is probably covered many times if you just searched. Place the UI items on a separate layer and set its parallax to 0.

  • Which is why you start with the next instance and then work your way back to the previously set x and y variables. Just add a check to start drawing from second variable onwards.

  • This new version looks a good deal better. My suggestion for the look would be that grass looks somewhat strange underground. It would probably make more sense to have rocks or some sort of debris there.

  • Global vars for x and y, for each instance, draw a line from current to x and y, set x and y to current, next instance. Kinda like that.

    The line would be a sprite you create at current position, rotate towards x and y vars and set length to distance between vars and current position.

  • Hehe, it's cute, just like all the other creatures. Perhaps a center spike on top so it's clear that area is dangerous? And/or it could have darker, perhaps even reddish spikes, like a rose - but that's up to you, how it fits into the art style.

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Somebody

Member since 12 Feb, 2010

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