Emperor Ing's Recent Forum Activity

  • Can anyone reupload this by any chance?

    Check this thread.

  • Fascinating!

    I am in awe of your math skills.

    The resize function is quite formidable. If I understand what's going on:

    1) First, the global CurrentW and CurrentH are set to the resolution (in this case, 320x240)

    2) Afterwards, a check is made to see if they are different than the DisplayWidth and DisplayHeight, and if so,

    3) You set up the X and Y of the "Red" family bars using some seriously complicated math that calculates the position of the bars by having the current width and height subtracted from the base width and height(obviously it's more complicated than that though), and

    4) finally, a zoom is applied that judges the difference between the base width and height and the new current width and height and zooms accordingly. Very elegant and flexible.

    I wonder how the formula handles all four bars and their respective positions (unless you sort of eyeballed it?). And more importantly, how you figured all of that out! Again, I am very impressed.

    [quote:27c3kc47]The formula for handling parallax would have to be repeated for different object classes. I kept it to scrolling backgrounds for simplicity. You'd need to make another family to do sprites... which... isn't really a big deal.

    Do you mean the formula for the resize function?

    [quote:27c3kc47]You can also use high quality, high res art for the sidebars (and maybe punch out a viewport with the erase effect) and it will show at max resolution which is pretty nice, so you can do stuff like this

    Funnily enough, I was thinking about this the other night, and came up with the pseudo solution to just have a window like the image above, except native to the application and not hard-coded in - similar to what you find in old Japanese computer games.

  • The comment felt a bit sarcastic.

    In general I'd recommend not to get too offended by negative comments whether they be on youtube or twitter etc. Either someone will leave constructive negative criticism, which you should take in stride when you are tweaking your game, or someone is just looking to get a rise out of you, in which case you should grow thicker skin!

  • It makes me wonder what made Ashley's example "work" vs. the many others (myself included, lol) that attempted to emulate it.

    I don't think proper fullscreen was ever figured out in CC. Makes me wonder how Konjak handled it in The Iconoclasts.

    That would be the "holy grail" of .cap files, I think

    At the very least, I suppose it might be better for me to focus on other aspects than bang my head against a wall. If I find potential solutions I'll post relevant links in the thread.

  • Can it be done? ? ?

    I've been messing around with CC as of late for fun, and because I've always been fond of the program.

    However, rescaling a low-res project to an adequate resolution with varying aspect rations has always been one of the sticking points. It sidetracked one of my projects in the past because I didn't feel like redrawing the sprites at higher resolution (lazy, I know).

    I have here two example caps following two different methods at resizing and rescaling.

    The first uses Ashley's method of using several global variables, zoom parameters, and black bars to sort of cheat letterbox scaling into the application. While the zoom does make the resolution look nice, it does not scroll to the player, rendering it useless. Is there something I missed here?

    http://www.mediafire.com/download/cjn1a ... ttempt.cap

    This .cap file attempts to use some of the rescaling methods found in tl22's very complex Action-RPG .cap file. I am most sure I am missing something here. The only event that seems to trigger anything is the one where the window size is changed to GetScreenWidth x GetScreenHeight.

    While it at the very least stretches things without producing artifacts, it is obviously not ideal. tl22's cap file scales nicely enough, though everything is left blurry because I assume the zoom features can't entirely display the optimal resolution without bugging out.

    http://www.mediafire.com/download/bsmz8 ... mpt_v2.cap

    I know there aren't many CC users in the wild (the result of some negative marketing? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> ), but I'd love to hear some input or advice. Or, ideally, .cap files that do this even better! <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    Other examples I am aware of include a project tulamide worked on that was a water-based puzzle game (that I couldn't get quite to run properly in-game), and a few other minor examples that while stretch without producing artifacts, nonetheless don't do the job optimally.

  • I made a similar topic a little while ago; read up and see if you like it.

    The method doesn't check for collisions with solid objects; you'll have to code that in yourself.

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  • To be fair, creating such a project requires the stitching together of all the little parts you mentioned (health bar, inventory, etc.) and more (using the magicam plugin for example). You'll have to learn what the events are doing and absorb a lot of tutorials, capx's, and topics to get a feel for things.

    Try to start small with implementation: moving the player, attacking, and some enemies, and so on. A recent topic I made covered how to make enemies randomly move around, but they don't check for solids, which limits their effectiveness (that's something you'd have to figure out; I haven't returned to the project yet).

  • I don't think you need to set sine to vertical every tick.

    Have it at the start of layout and set sine behavior enabled (Vertical) or something.

  • For the NES soundchip, i use Famitracker.

    For the sega genesis soundchip, the two best on the net are VGMM (Videogame Music Maker, by Shiru Otaku), and Deflemask, which replicates a whole host of soundchips (NES, Genesis, PC Engine, etc.).

    I am far more comfortable with VGMM (sample track). In general most fakebit music sounds, well, fake, overproduced, and usually of low quality (as Tokinsom mentions), and having programs that emulate the real soundchips + expansions are very good indeed.

    It took a long time and many lousy tracks to get used to using trackers but I think I've progressed nicely.

  • I assume you mean to say that it's a platform game, with a large background image. I still say that you should try chopping up the 5000x320 image into several smaller images and stack them next to one another - such as 5 1000x320 images, or 10 500x320 images.

    Your mobile might be having a hard time handling an image of that size.

  • Did you try chopping up the image into smaller pieces? If the image repeats alot, you know how to use Tiled Backgrounds, right?

  • You'd get more helpful responses if you explain

    A) what you are trying to do in great detail (what events, behaviors, etc.), and

    B) what is not working, and

    C) using the search function to see if there are similar topics to the one you posted, because chances are (and believe me) it has

    Nobody wants to spoonfeed. Solutions are there for people that put in the little extra effort.

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Emperor Ing

Member since 18 Dec, 2010

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