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  • Yeah if your sprites are aligned to a grid then "Import sprite strip" should work just fine! CC also has a similar feature with a few more options.

  • Ashley's outline plugin has a "Thickness" parameter. Are you using something different?

  • Ah ok. I thought I tried starting with 0 but it didn't work, so I bumped it up to 1. Maybe I overlooked something! I will try it again here in a bit.

  • In my level editor you can place a tile on the grid and a value is written to an array in the corresponding cell. In this particular case, the value being written is

    "Tile" & "," & Tile.AnimationFrame

    To load the tiles I use the event:

    +[Array] For Each XYZ Element

    +[Compare Two Values] tokenat(Array.CurValue,1,",") = "Tile"

    -Create Tile

    -Set Tile animation frame to int(tokenat(TileArray.Curvalue,2,","))

    This loops through the array and checks if the current value's first substring equals "Tile". If so, it will create a tile in the appropriate spot and set the tile's animation frame to the second substring after being converted to an integer.

    For some reason it doesn't work. If the current value is just "Tile" then the tiles are loaded just fine, but when I write multiple values to a single cell and try to select a certain one with tokenat(), I get nothing.

    Any idea why?

  • I'm pretty sure you can do this by moving your player downwards a pixel or two (past the top of the platform). Make sure you also don't allow the player to jump while holding down on a jump-thru platform.

  • Just open the project and go to File > Save as single file.

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  • I almost forgot about this thread ^^;

    Well, Bumper's Quest is still in development! It's just taking a bit longer than I had expected. We decided to do a bit more with the game and..yeah..more information on the first post (just updated). I will have some new videos up soon and a playable demo is not too far off :)

  • Import the graphics at 1x, use WebGL, point sampling, pixel rounding, and integer fullscreen w/ letterboxing and it should be fine. If your graphics are still blurry or whatever, get new hardware ^^;

    Also, why stick with canvas 2d? If you stick with Canvas 2d, you're going to have a bad time.

  • I think he's just looking for an equivalent to "image offset" that tiled BG objects in CC had, which made them ideal for tilesets. Unfortunately C2 can't do that right now. Until then you're gonna have to use sprites.

  • Just start with the 3 major frames (left leg fully extended, right leg fully extended, then arms and legs passing eachother at the waist) and make tween-frames afterwards.

    If you really need a reference just check out walking sequences from other games; there are literally thousands. You don't need a book -.-

  • If bunny is jumping and his x position is lower than ScrollX (or something else in the middle of the screen), simulate pressing right or set x velocity to a positive value. When he falls, simulate pressing left.

    Using lerp() might make this "sequence" look more natural.

  • You can go to preferences to reset dialogs. Not the ultimate solution but it will get the dialogs back in view.

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Tokinsom

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