Tokinsom's Recent Forum Activity

  • The .capx in the OP still doesn't work. I'm not sure about everything else. (Also the "About" window still says 110 instead of 110.2, has it always been like that?)

  • This .capx should create a 10x10 grid of sprite objects, but in r110 it just creates all of the objects at 0,0.

  • I was hoping this would get some responses; been trying to figure out the same thing for a while. From what I've gathered you need 2 editors: 1 for rooms and 1 for your mini-map. Rooms must be built in both, side-to-side. Each time you create a room in the mini-map, give it an ID, then create a tiled BG or something and stretch it over the room in the other editor and give it the same ID. When the player overlaps that tiled BG and its ID matches that of a room on the mini-map, set the "highlighter" and scroll position to that room on the mini-map and whatever else.

    Another way is to use a level editor and build the entire area in a single file - yes, all of Crateria in one file - and generate the map automatically based on that data (Using Tiled BG objects stretched across each room, each with their own set of variables, door positions and type, etc...)

    Aside from that you might want to ask DoctorM64 (creator of Project AM2R - Another Metroid 2 Remake) how he did it. I'm pretty sure he released a .gmk of his mini-map editor and some other stuff somwhere, so if you know GML, even a little bit, that might help.

    Keep us updated!

  • I'm not sure that it's a problem on their end. Couldn't Ashley just add a "Set Client Window Size" action to use alongside "Set Canvas Size", and maybe a "Set Canvas Position" action to fix the full-screen issue?

  • After exporting with Awesomium, you can play your game at 1x resolution or use the browser object to request full-screen, but what about everything in between?

    Setting the canvas size seems to be the only option but..in windowed mode, it doesn't change the size of the window, and in fullscreen mode it moves the canvas to the top-left of the screen, but works fine otherwise. Any chance these things will be fixed soon?

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  • Hm I suppose I could just append a variable to the end of each animation e.g. Walking_Right

    Walking_Left

    then set the animation to "Walking_" & variable

    Kind of like Ashley suggested, but without using folders since it doesn't work like that!

    My only concern then is switching from variation to variation without starting from the beginning of the animation.

    edit: Ok I think I figured it all out. Will post if I run into any more problems!

  • I have a platform character that will be able to aim in 8 directions and face left or right (NOT mirrored). In CC I would use animation angles - each angle containing a variation of the animation with the player aiming in different direction. This also allowed me to switch between them seamlessly, since changing the animation angle doesn't restart the animation.

    Well C2 doesn't have animation angles, so how do I do this? I remember reading THIS topic Ashley made, with a solution to this very problem at the bottom of the OP, but it doesn't work because you can't have 2 animations of the same name, regardless of what folder they're in!

    So..any ideas?

  • Ashley Sorry to bump but is there any news concerning this feature?

    With it you could access complex pause-menus or sub-screens contained in separate layouts, then return to the game exactly as it was (meaning you no longer have to hide pause-menus or sub-screens in invisible layers, use timescale to pause the game, nor use object time scales to keep menus and such running when time scale = 0.) That would be pretty great!

  • Haha sorry about that. I figured it out and tried to delete the topic, but instead it just deleted the OP. I'm assuming this happened because I deleted the topic after you posted, but before refreshing the page to see it.

  • Alternatively you could just use "overlaps at offset". No plugins, no variables.

  • O_o Geez can we not just get "Image Offset" from CC in here? Or maybe implement it as a shader? That would solve this problem and more.

  • Whiteclaws Unfortunately that's not very practical in C2. There's no file i/o (and project files are still internal), you can't retrieve object names, variable names, nor variable index, there are no listboxes and so on, and image offset was not carried over from CC so forget tilesets unless you want to use sprite objects (but then you get performance issues and zero customization). Making your own would be the way to go seeing as it would be external and open for team members or players, but C2 doesn't provide everything you need to get the job done.

    Now, that's not to say you can't make a level editor for a very small, basic game, but even then you'll have a very hard time using it (and team members can't use it unless you load levels from a server, which means you can't load levels in preview.)

    Also if you use tiles then you will get seams. I've tried pixel rounding, point sampling, and ^2 size textures but they still show up on some machines.

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Tokinsom

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