Tokinsom's Recent Forum Activity

  • What screen resolution do you use for your game plz? I'm trying to reach that pixel art rendering but I'm not really sure about how to do it.

    240x160, same as the GBA.

  • the name reminds me of "The Tale of Scrotie McBoogerballs" <img src="smileys/smiley36.gif" border="0" align="middle" />

    The "c" is silent ^^;

  • <center><img src="https://dl.dropbox.com/u/105711543/Images/title_schrody.gif" border="0"></center>

    <center>October 31st 2012:

    October 6th 2012: Alpha gameplay video!</center>

    THE GAME

    Schr?dy was originally being developed by Vin?cius Men?zio doing the graphic arts and programming, and Daniel Moori doing the music and sfx. I recently joined the team to take on the programming, and also help with game design. Originally prototyped in Flash, we are remaking the game in C2 to speed up development and reach more platforms.

    <img src="https://dl.dropbox.com/u/105711543/Images/xeV5w.png" border="0">

    What is it about?

    The game is a Halloween-themed mix of puzzle platforming and action platforming. You control Schr?dy, the Black Cat, who can project his own soul out of his body to solve puzzles.

    <img src="https://dl.dropbox.com/u/105711543/Images/S7qzW.gif" border="0">

    It plays like an average side-scrolling game when you're in cat-form, with enemies to defeat, spikes to avoid, and platforms to dominate.

    <img src="https://dl.dropbox.com/u/105711543/Images/zgn7L.gif" border="0">

    The twist is that when you go into ghost-form, the screen locks to whichever position it was right before, and the puzzle-oriented possession game mechanics come into play.

    <img src="https://dl.dropbox.com/u/105711543/Images/D6Auk.png" border="0">

    What's the plan?

    We mean to have the first iteration of this game, a demo of sorts, running and ready to ship by October 31st.

    By then, we intend to have:

        A 'complete' game with feature-complete gameplay and a proper ending;

        At least 3 different levels;

        At least 6 different kinds of possessable enemies;

        At least a half hour of total gameplay;

    And by 'feature-complete' you mean...

        All of the clich? platforming interactions down (spikes, springs, moving rocks, falling rocks, etc);

        The camera tricks and the movement for the ghost-mode fully functional in a non-frustrating, engaging way that keeps puzzles interesting and fresh;

        Interesting and meaningful collectibles spread around the game world;

        Possessable enemies unique enough to avoid making the game too repetitive;

        Challenging and clever puzzles making the best possible use of the available enemies;

    <img src="https://dl.dropbox.com/u/105711543/Images/ZsesN.png" border="0">

    Cool, can I play it?

    Soon! We're working non-stop on the game, and a playable build may pop up at anytime now, so stay tuned!

    To keep up with the most recent developments and learn more about the game, check out the Schr?dy Devlog on TIGsource! <img src="https://dl.dropbox.com/u/105711543/Images/XpDFr.gif" border="0">

  • I don't see that. I feel it is much more professional to work on the business at the same time as the game so we all know where we stand and there are no problems about money etc once the game is released.

    And lets be fair, just because something doesn't work for you doesn't mean it isn't right for someone else, or that it feels amateurish.

    Yeah I wish more people would focus on the business side of things a little more. It's a bit unsettling to jump on board and do all kinds of work without a contract or anything.

    On the flip side, lots of people start websites and "companies" for their games to look professional, but lack of content (like, well, the game) just makes them look even more amateurish, as Rory stated.

    Anyway, sorry, I'm no artist, but posting more info and maybe screenshots or a video will help find you one.

  • Yeah it's uhh...not working like that in my project. Weird. Will investigate.

    EDIT: Ok there were some other events I didn't notice that were interfering. The flashing works now, but the first example still affects all objects in the family instead of the one player is overlapping :\ hmm

    EDIT 2: Solved. It would appear that the only way to toggle family effects on individual objects in a family is to set the parameters so that they look enabled or disabled - actually enabling or disabling the effect will affect all instances.

  • I normally use "objects in objects" instead of families, so I've run into some unexpected differences in object selection / instance picking when attempting to use them in my latest project.

    +Player is overlapping family and presses Z

    -> Enable family effect

    This enables the effect for all objects in the family, not just the one the player is overlapping like I thought it would.

    +Player is overlapping family

    -> Toggle Boolean "Flash"

    +Is Flash

    -> Enable family Effect

    +Is NOT Flash

    -> Disable family Effect

    And this only works 50% of the time when overlapping the first instance, and 100% of the time when overlapping all instances. And by work, I mean it makes all objects in the family flash, not just the one the player is overlapping.

    I've tried a combination of "For Each" , "Pick nearest/farthest" ,and swapping the order of "player" and "family" but nothing is working - it's all objects or none. Could someone explain this to me?

  • There are a few reasons this happens. An easy fix is to check if the player is both on the floor and overlapping a collision tile. If so, move the player up one pixel.

  • This is why I often prefer "objects in objects" instead of families. From my understanding you want, say, and enemy with some AI. Then, you want a totally different enemy to have that same AI, but maybe with a few differences. Well, since you made them separate objects, you'll have to "re-link" the events by hand. But, if you made both enemies the same object, all you have to do is copy those events and place them under a sub-event defining which enemy that object should be. Unless I'm missing something, that is the solution.

  • Valuable stuff, thanks for posting! I think you will get more feedback though if you provide some more examples of practical applications. There are all kinds of programming tricks like these, but it really comes down to where and when to use them.

    So far I've used the automatic loop counter for pause menus, toggling global variables since global booleans don't exist, and making objects flash or flicker. It also helps with palette shifting (see: NES Megaman charging) and slot machine type stuff. I'm sure there's a lot more than can be done with it!

    Modulus also allows you to check if numbers are odd or even, which can help make checker patterns and stuff (I've used it for a zig-zag health bar that consists of multiple objects).

    Also, aren't "conditionals" called ternary operations?

  • There is a search bar under the events tab in the ribbon.

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  • Yeah I am not particularly impressed with CocoonJs especially since blowing $350 on a tablet just to find out CocoonJS is not compatible with it. After getting a better phone that is compatible it still isn't that great. Performance is good though.

  • Works fine here.

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Tokinsom

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