TELLES0808's Recent Forum Activity

  • I felt in the right of edit the Github of TMX maps to add the Construct 2 official links =]

    github.com/bjorn/tiled/wiki/Support-for-TMX-maps

    ----------------------------------------------------------

    Reading the past posts about the animated tiles, said enough.

    Ashley, the way Gravity did it on their editors, like IGMaker, is setup some tiles of a tileset to a desired sequence inside the grid, with a timer.

    <img src="https://dl.dropboxusercontent.com/u/47035927/Samples/animated_tiles.gif" border="0" />

    But I mean it's pretty standard for every game maker who have support for tilesets, like GameMaker, Stencyl, and so on.

  • The short answer to all of this discussion is, really, use Tiled/TMX Importer. A majority of the feature requests are already implemented, and the big one that isn't - using big custom collision areas - is so inefficient as to be unnecessary.

    Place tiles and use other, invisible tiles to set up collision in Tiled. If you want to build a tile-based game, that's the way it's done, and if you want it to be easier to build without having to wait on new C2 features, that's the way you should do it.

    You can't post games using unofficial plugins on Arcade, so, that's not a big deal...

    Also, ask for and show why is a better way to improve Our tool, while sitting and using it, feeling how it's perfect and never desiring it better is the best way to have an outdated and unfocused tool, because the developers will never know where they are lacking and/or missing with their community.

  • inkBot

    Make your words as mine too.

    Sme other concerns here:

    Plus, while using the Tiled editor to generate TMX, always keep your tileset image in a common place, like the same folder of your TMX, otherwise, when backuping it, you'll lose your tileset image.

    Also, work with power of 2. Common usages are 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512 and 1024x1024.

    If you want make mobile games, stick with smaller sizes and vary your tilesets, or you'll full the mobile memory asap.

    I do use invisible squared collision boxes to make my delimitations, stretching and resizing it as necessary.

    --------------------

    Ashley, I didn't tested it already to say enough, but we will have the ability to use animated tiles, even if importing it from Tiled?

  • irina,

    Think about how you're making things happen.

    Having HEALTH and SHIELD affecting your final health (that health seen by the player on the screen), you're able to make separated events to reach it.

    For example, to represent the health on screen, use a math like HEALTH + SHIELD (those are variables, the the health with lowercase is a simple text on a text object in your screen).

    So, if your player have 95% of HEALTH, and gain a powerup of +10 of SHIELD, your screen will show the 105% of health, simple using the math inside a text object:

    everytick -> Text object: "Health: " & HEALTH + SHIELD

    Plus, it can improve a lot your work by simple checking wich one you want decrease when hitting an enemy, for example, while physical hits can affect your SHIELD variable first, magical hits can affect your HEALTH variable directly.

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  • Use the site virustotal.com and check it...

    Virustotal can check the file under many anti virus softwares...

  • Hello Tom,

    I'm wondering to install a Scirra Feed on my site, but didn't found where to catch the Release feed to implement it.

    So, it still existing or not?

  • This is not the right place to post bugs... I suggest you to ask a moderator to move your topic to the Bug section, where Ashley will be able to see your report and take care of it, if necessary.

  • using the clay.io plugin you can make micro-transactions.

  • That's true!

    Samples like this make C2 better!

    I hope to someone improve it using the tileset plugin =]

  • Hello everyone, friends and folks!

    This is a topic about the water surface and a nice sample file made by a long time ago.

    I don't know if he remember it, or, if he just shared the file of another person, because I can't find the topic anymore.

    But, right now I'm doing a fishing game and many people is asking how I'll work on the water surface.

    Simple, I'll do an array and give for each tile on the water surface an sprite animation, to simulate the waves, exactly like the sample file do.

    It's perfect and don't dare to say anything bad about it, lol

    https://www.dropbox.com/s/1orzvb9l7dl6e7f/Water%20r0j0s.capx

    Plus, all the credits to Rojo , I'm just a fan of his work.

    If you work with it and improve it, please, feel responsible to come here to share your file, keeping the proactive community alive, that's the deal.

  • I have a sample file from did a long time ago...

    It's perfect and don't dare to say anything bad about it, lol

    https://www.dropbox.com/s/1orzvb9l7dl6e7f/Water%20r0j0s.capx

    Plus, all the credits to Rojo , I'm just a fan of his work.

  • My support to the claim too!

    Currently I'm learning C# and using Unity / Blender, to be able to use 3D light effects over sprites, but would be awesome to have it on C2.

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TELLES0808

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