Wolod's Recent Forum Activity

  • Thanks to everyone who worked hard on this update!

  • decent pixel-art!

  • I guess try posting a cap.

    My only other guess goes along with what Rojohound said.

    The canvas uses the gpu, so you may have to wait a tick before the paste.

    I usually used the function, call function after delay.

    I tried to use function and set delay, but sometimes map is pasted correctly and sometimes not. Maybe I'll just insert sprite with proper image instead of canvas minimap. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • It wouldn't be an issue with the texture setter plugin. In the past I've seen objects not getting pasted into the canvas at the start of the layout. You could try a slight delay by using "compare time equal to 10" instead of "start of layout".

    It didn't help. I'm sure that it's a bug in canvas object.

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  • Try send to front for the objects that are missing. Also you don't need the for each for any of the events.

    I removed for each and sent them to front but result is the same. Maybe another suggestions?

  • I've noticed that bug affects only tiled objects. Maybe this will help. Also pasted objects are on different layers with equal scroll parameters though.

  • Nope. Canvas coordinates are 0,0 and size is equal to the layout size.

  • Hello guys! I've made a minimap in my game using texture setter plugin and canvas object. There are three families - one for tiled objects, second one is for sprites and the final one is for sprites that should be in front of all that mess. These families are pasted into canvas in proper order, texture setter does rest of the work. Everything is working fine when player comes to layout for the first time (you can revisit game areas anytime), but when I return back, not all of the objects can be seen on map. Here are some screenshots.

    <img src="http://s017.radikal.ru/i441/1201/18/37beca6b4611.png" border="0" />

    event sheet

    <img src="http://s018.radikal.ru/i501/1201/c3/70d18496771c.jpg" border="0" />

    good map

    <img src="http://s003.radikal.ru/i204/1201/df/462dec35dea5.jpg" border="0" />

    bad map

    I'm counting on your help. Thanks in advance.

  • Long time ago I've created adventure/platformer Twisted World. Frankly speaking it wasn't very good - graphics (pixel-art) was messy, game oveerall was buggy. It was my second game by the way.

    Anyway I liked that project so now I'm making it's remake - Sunkin Wrath. New improved graphics, bug fixes and new features - that's not the full list of changes. Below you can see some character art.

    PS: this game should be done in spring 2012.

    <img src="http://s018.radikal.ru/i528/1201/d6/8fbd8e990364.png" border="0" />Tribeman

    <img src="http://s018.radikal.ru/i524/1201/85/f051cf8691c2.png" border="0" />Bonenibller

    <img src="http://s40.radikal.ru/i090/1201/2c/7c3c0e76c73a.png" border="0" />Dragonfly

    <img src="http://s018.radikal.ru/i521/1201/2c/7843749afc0c.png" border="0" />Golem

  • I liked the clone system, but I couldn't complete the level because after my first death moving platforms became static.

  • > Screenshot from my project "For Whom the Bell Tolls"

    > <img src="http://s017.radikal.ru/i440/1112/94/04716d5a63df.jpg" border="0" />I love the artistic style.

    But make sure there's enough contrast for the player to not get too distracted from the background. For example, in the lower middle of this screenshot, all those lines and plants with high contrast in the background give some hectic to the eye (don't know how to express it else in english). It should have less contrast and maybe a bit blurrier, or have a slightly different color range as a contrast to the colors used in the foreground.

    Thanks for advice tulamide! I'll fix that when I'll be designing levels.

  • 8-bit runner rocks! Goo is not bad too.

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Wolod

Member since 3 May, 2011

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