TiAm's Recent Forum Activity

  • I know. It baffles me that Apple is still making an iphone with a measly 16gb of storage and NO external storage options. I mean, seriously?

    Can you imagine a laptop manufacturer pitching a laptop with 16gb of internal storage, and no microsd/sd/usb slots?

  • JimmyTHicks

    Bitwise takes a while to wrap your brain around. It's a pretty neat trick though, and great if you want to build your own level editor.

    Minor

    Hey, thanks for posting that capx! I've got an old project I'd like to revive that has a level editor with bitwise tiles...I haven't looked at it in awhile, but I know my code isn't near as svelte as yours. I think I've got a good reference when I dig into it again.

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  • Whoops <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I forgot to clear the Y vector of movement when the player overlaps the ladder. Otherwise the player is stuck in a perpetual 'jump' or 'fall'. Here's an updated capx:

    https://www.dropbox.com/s/qfaa1ghcm6h9z ... .capx?dl=0

  • 5MB doesn't seem like a lot of graphics. Most of the overhead is the crosswalk engine, and you're not going to be able to do anything about that.

    FYI, C2 re-compresses your graphics on export by default. For maximum compression, select brute.

  • Posting a .capx makes this so much easier. Use dropbox (you don't have the rep to post attachments).

    Welcome to the forums.

  • Should work. Something is wrong.

    Capx please.

  • So, does C2 generate 'flagged' webstorage data, or not? If not, sounds like a case for Ashley.

  • Well, you may have sorted this out by now, but here goes:

    https://www.dropbox.com/s/kt6za6yc6yzz1 ... .capx?dl=0

    Look for 'Tmod' to find some comments I left. A few other things I noticed:

    1. You are building you levels with TiledBG objects. Any reason why? Tilemap is a lot easier for this sort of thing.

    2. All the TiledBG objects have physics+solid. Again: why? Physics has a hell of an overhead if you don't need it (I don't see it referenced in your events anywhere).

    3. In one place you were using an animation frame as a condition to spawn an object (your player). This is a bad idea, as frames can be skipped, or stay onscreen longer than you intend. In your case, this occasionally led to 3 or 4 players being created on re-spawn. I patched it by inserting a 'trigger once' condition after it, but you should still re-jigger this logic.

    Oh, and while it's probably way overkill for your present project, there also magicam:

    plugin-magicam-for-c2-alpha-6-5-1-8-14_t74513

  • Wow, that's a bummer. But wait...do you mean it is possible to 'flag' webstorage content so this won't happen? Or am I misunderstanding you?

    If you mean we need to get Apple to change something in iOS...

  • Wow, that must have been incredible to see it running in a real arcade cabinet. Looks freaking amazing!

    Hope you do well on Steam!

  • IE 11 supports it since a while, just upside down

    Yup. That sounds like M$.

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TiAm

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