fassFlash's Recent Forum Activity

  • DrewMelton it... works, and it's really good for the small layouts, but the big layouts are still having quality problems. Thanks for that too, though.

  • If you look down a few threads, I made a thread about node webkit and transparent backgrounds. Inside I posted a picture (the one of the event sheet) of capturing the entire layout into a mini-map. Maybe it will help.

    You mean the mini --> Load Image from CanvasSnapshot and the setting to layout width/ height action? I'm going to try it out now, thanks

  • Ashley ?

  • hmm Chrome told me the zip is malicious and blocked it

    BWAHAHAHA

  • :S

    Sometimes writing your problem in your language helps. There might be someone from your country or that speaks your language on Scirra Forums. I don't understand your English.

  • Hello.

    I'm currently developing a game called Action Gamemaster. It's basically a cross-over between Metroid's exploration and upgrades system, Megaman X's action and controls with enough space to fit in my own design.Here's a link where you can download it:

    http://forums.tigsource.com/index.php?topic=42098.15

    Play it for a couple of seconds, and you'll say the same things every playtester does. "I'm lost." "How does this make any sense?" "Was I here a moment ago or is it a new area?" "Wait, is this the end of the game? Where's the cutscenes" NO IT'S NOT THE END OF THE GAME, YOU JUST GOT LOST.

    So, basically, people get lost. That's why they need a map. Buut the problem is, I have multiple layout for every level. And that means I have to somehow program a map that would include all the areas the player has traversed. One way to do it is to make one giant layout for everything and then it will be easier, but there's 4 main problems for that:

    1. It's gonna be slow. The game's slow enough in browser or in node webkit's full screen, and having a giant 1 layout is not going to be healthy.

    2. Too much work putting the layouts together.

    3. I have to place camera markers that would stop the camera at every door in the giant layout so that the player can't see what's beyond the door before they can enter it, so that the player would remember some places in a "the place where the camera stopped, probably a new area" way. Also I might screw up with the camera markers, I'm not that good with C2, that's the main thing

    4. In Metroid, enemies respawned when you go out of an area and then go back, and that's good, because you don't go through an empty landscape the whole time, AND if you are low on missiles or health and you have a boss battle soon, you can grind a little bit to get back to full power.

    So, how do I make Metroid square maps for multiple layouts? How do I do it at all?

    Also, another question about layouts.

    Soon, when I figure stuff out, I'll make a Multiplayer local mode, because exploring a 2D world with my friends is something I always wanted to do. This would be super easy with 1 layout, but, well, we have all the "1 layout system" problems laid out. The system would be is that all players will share the same upgrades, missiles and MAXIMUM hp (so basically they use almost the same variables), so I don't really need to program a lot more events: Just make a second Hero sprite and give it a multiplayer. But with multiple layouts, 2 players have to be in the same layout, which is not fun. "I wanna go to the weird rocks that are probably destroyed by the bombs we picked up earlier, while you can go to that space you can crouch under that we missed before." is a conversations you can't really have when every Hero has to be in the same layout the whole time. So, is there any way for 2 players to be in different layouts?

  • Here's a link I found:

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  • fassFlash

    You could add in some events to move the camera around and take screenshots until you have screenshots of each part of the entire layout and then stitch those screenshots together to make a map of the entire level at the highest quality.

    I suppose you could do that manually within the editor as well.

    Otherwise, I don't know of any way to get an image of the entire layout at full resolution.

    Oh god D: But most of the maps are 1792, 1400; and the hub area is 5000, 5000! Now, suddenly, my game seems VERY big. Help me pleeeaaase, someone

  • fassFlash

    Look at the System->Snapshot Canvas action and using the CanvasSnapshot expression with the Browser object to open the image in a new tab and then save the image.

    Wait, that doesn't actually work right. What I want to do is not make a screenshot, but make a screenshot of the whole layout, even the parts you don't see in the window, like a map. Example: https://www.dropbox.com/s/pnt6f5k0sd2ez ... e.png?dl=0

  • fassFlash

    Look at the System->Snapshot Canvas action and using the CanvasSnapshot expression with the Browser object to open the image in a new tab and then save the image.

    Ok thanks, will try out later today.

  • Is there any way to export the way a layout looks into a png or jpg file? I need this because I need to create a map of the whole game by melding all the layouts together, and see if there are any overlaps, as well as it's convenient by itself.

  • I can't even start uploading. It kicks me right to the scirra.com screen.

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fassFlash

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