Somebody's Recent Forum Activity

  • very nice, even runs fine on my phone with touch

    Knock yourself out!

  • Made a little demo ship:

    And let it loose:

    I think this project is going to be fun.

    Edit: More (early) ships (loosely based on the sketch):

  • That looks pretty cool, reminds me a little of a popular soviet LCD game somehow...

    At the same time it feels a little slow perhaps - maybe make the bouncing and the guys faster? A mini game that takes 3 minutes becomes a little more than mini... maybe it's just me.

  • Count me in for this - square bounding box by default would be a blessing.

  • Here's one I made two years ago: https://dl.dropboxusercontent.com/u/1328856/Flamey.capx

    Way more parts, but then it was an experiment.

  • I use a image program called (Draw plus) from serif and if you create a image at 50x50 it defaults to 96 dpi

    50x50 what if I may ask? Draw plus is a vector program so you can export at whatever size you like.

    And what is shown below happens because you do not set a size in pixels, but you have some random size in inches, centimetres or whatever - then DPI behaves like a multiplier, like I said - at 96dpi your image is this many pixels when exported so at 192 it would be twice as many, of course.

    But if you set your size in pixels (as you should, since we work in pixels here) then it will be that size in pixels and DPI is still meaningless. When working with vector art a decent approach is to decide a certain unit to be equal to a pixel (I use 1 millimeter) - and then work and export according to that assumption. So you set a canvas of, say, 512x512mm and export by setting a PIXEL size of 512x512px. This way you can be sure that a line 1mm thick will be 1px thick, etc. Which, in turn, means better, more consistent artwork.

  • I could make some neat futuristic vehicles and things with the thing from my signature, do get in touch if that sort of style sounds interesting. I feel this could be made into something rather great with some polish.

    Edit: Made a little concept art of my vision for such a game:

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  • TonyW - guess you either didn't read my post thoroughly or just decided it's not correct, however - A 512x512 PIXEL image will be the same file size no matter what DPI it has set. DPI is meaningless, it's just a multiplier.

    I work with print production and often run into people adamantly believing DPI misconceptions - that it has some magical meaning beyond the pixel size of an image. Hence my wish to educate.

    Let's ask our friend Photoshop:

    Look at the DPI, pixel size and file size (Image Size: 768,0K on top). 512x512 pixels x image bits will ALWAYS be the same - DPI doesn't mean jack.

    C2 also only deals in pixels and won't magically downscale or upscale the image. If it's saved as 512x512 pixels it will be the same in C2, no matter the DPI.

    If you work in real-life sizes - in print, for example, look at EFFECTIVE DPI of the final image, in pixel graphics DPI is meaningless.

  • jesk77 - Sounds like a good idea - with some neat art, more obstacles and, perhaps, combat it could be great.

  • Actually, if you are using the platform behaviour you should just check out the Platformer template that comes with C2 (it's available under New). That should help you with getting this right.

  • You are setting the width towpath MINUS 1, what you need to do is width * -1

  • Try a sine behaviour with vertical movement? If necessary enable/disable it with a timer

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Somebody

Member since 12 Feb, 2010

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