ryanrybot's Recent Forum Activity

  • I've heard good things about https://krita.org as well, but it might be catering more to digital painting than pixel art. I've never used it so it's here just for completing the list. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • This is really cool! Are you going to add any other elements, such as holding items or anything like that?

    I like how your quick project looks more polished than a lot of full games.

  • Pretty good start!

    I had to dig way into the nether regions of my brain to remember where those ship sprites come from. Good ol' Klik&Play days.

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  • On the start, I was worried about her costume design, because the Lara's costumes!!

    But for now the Tomb Raider series is following another costume design and no problem for me!!

    Hmm... just because Lara Croft no longer has that design doesn't make it invalid. There is no denying that your character looks like Lara Croft with red hair.

    You don't have to change it, but don't be surprised when people start calling out the design similarities.

    The game is looking pretty good though, I would just hate to see it criticized harshly because of the character design.

  • You can easily set the collision polygon for a tilemap object.

    Excerpt from the manual -

    "When testing for collisions with a Tilemap object, empty (erased) tiles count as not colliding, and all other tiles count as colliding. A custom collision polygon can be set for individual tiles by clicking the 'Edit tile collision polygon' button in the Tilemap bar, or just double-clicking the tile in the Tilemap bar. Note however the collision polygon cannot be entirely removed from a tile: only an erased tile counts as not colliding at all.

    If you wish to have tiles that are visible but do not register a collision, use two Tilemap objects layered on top of each other. Test for collisions with just the top object, and erase any tiles that should not register a collision. These tiles can then be placed on the tilemap object beneath, so they appear in the same place but are not tested for collisions."

    When you have set the collision polygon for the tilemap, check the collision polygon for the character as well, as C2 likes to estimate it on import. Squares really work the best, if you don't need per pixel collisions.

    If you need more help, you can post your capx and we can take a look at where things are going awry.

  • hehe, thanks mudmask!

    Wow, the new character sprite looks great in motion. If you could touch up some of the other art to match the new detailing, you would have one fine looking game.

  • It all looks so good, mudmask!

    I'm glad to see that you are continuing this project and can't wait to see what you come up with.

    The polished character looks really good, but seeing him in game would be the real test if the sprites fit or not.

  • If you are just starting out on an ambitious project, the last thing you should be doing is drawing sprites. You could do some concept art, but if you start drawing sprites now, they will surely need to be redrawn when development starts.

    I think it's pretty well accepted to start creating the mechanics using squares. If a game is fun with squares, it'll be fun with full graphics.

    Also, don't expect it to only take you a year. Not to say you couldn't, but game development is a fickle beast. Depending on how ambitious you want to go, it could be 3 years or more.

    Here are some links that could get you going in the right direction.

    viewtopic.php?f=147&t=162801&p=985894&hilit=strategy+game#p985894

    behavior-rex-boids_t126707

    http://c2rexplugins.weebly.com/rex_moveto.html

    Good luck!

  • You could also pass it on to Ashley and maybe he can fix it, if it's a C2 issue.

  • bilgekaan, this thread had some discussion about it...

    Maybe it would be of some interest.

  • Hmm... Microsoft says it's fixed in Edge, so it's not an issue anymore.

  • I had this problem about a year ago and got so frustrated with it that I gave up.

    If you are setting the sprite position with every tick, it MAY have to do with the event placement in the event sheet. I found I had better luck when I placed the every tick event at the top of the event sheet. Even so, I never got a sprite to follow the cursor one to one.

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ryanrybot

Member since 21 Jun, 2014

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