BurningWood's Forum Posts

  • How do I create a universal resolution that would emulate a classic Gameboy game?

    What resolution or overall size (px by px) could I set the backdrop?

    My concern is in my background design resolutions. Right now the entire game loads like classic Donkey Kong, entire level is visible because I want to be sure what the graphics will look like. However, can I load games at lower resolution; thus increasing the size of the character and hiding parts of the larger level without blurs or ratio problems on different devices.

    This game Jam got me thinking? "Keep in the original GameBoy screen resolution of 160px x 144px" (2)

    Meaning, I would want to use this resolution but have a character in a "Meteoroid" or "Kid Icarus" like design move along the larger level keeping a screen ratio that would enlarge the 160px x 144px on ios, pc, Andriod, etc.

    Currently I'm working with the IPhone six plus resolution-- "iPhone 6 Plus includes a 5.5-inch 1920x1080 (1080p) display (401 PPI)." I based this on a prior post (1) I'm using pixel graphics so ideally the images should be able to get bigger and keep a lot of the detail and vice versa if made smaller. My background art resolution is set to 1920x1080 at a dpi of 100. It this a good setting? Or, would I have to create a larger background for the player explore? Example: 9000x9000 for a world for a player to explore on a 1920x1080 screen. Or, have a

    enlarged 160px x 144px screen area exploring something like 1000 x1000 world?

    Wronghands - GPUs are so extremely efficiently designed for simple 2D drawing that I don't think you'll actually see much or even any runtime performance hit from using bigger textures. If you read our old blog post HTML5 gaming performance analysis, you'll note at least on desktop it takes longer to request the GPU to draw an image than it takes for the GPU to actually draw it, which means you can do a lot of scaling and rotating with zero performance impact. So memory usage/download size is the only issue.

    As for Chrome and Facebook, since desktop displays go up to 1920x1080 which is only a little less than the iPad 3, it should be ideal for that as well.

    Work cited--

    (1) a-thought-on-mobile-image-resolutions_t68937

    (2) http://jams.gamejolt.io/gbjam3

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  • US Tax Questions--

    So does any purchase related to game creation count as a US business expense?

    I've also asked my accountant--

    http://www.irs.gov/uac/Is-Your-Hobby-a- ... ndeavor%3F

  • Is there one for S.Korea?

  • I just found this post via Google search.

    These are two articles I found-- I'm posting here to book mark this thread. Also, I haven't fully read the TMX importer post, but am happy to see #construct recognizes TMX files <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">. <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing"> <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    https://www.scirra.com/manual/171/tilemap-bar

    1) Why use Tiled?

    http://gamedevelopment.tutsplus.com/tut ... medev-2838

    2) Coding

    http://gamedevelopment.tutsplus.com/tut ... medev-3104

  • Well, I couldn't find a post in the forums, so I'm asking again because else someone had to have asked.

    8Bit+,What sound and music making programs are you using?

    My last game, I used Garage Band and another program on my Ipad.

    Link to programs I've found.

    http://www.pixelprospector.com/the-big- ... -software/

    Okay, one more question. So is the greenworks plugin not compatible with the latest C2? I went to the tutorials here:

    https://www.scirra.com/manual/158/third-party-addons

    which was an edit on this thread here:

    how-to-install-plugins-and-behaviors_t63985

    Dragging and dropping never gave me a prompt, so I tried the step above this and still no dice.

    Both available greenworks plugins give me an error message and C2 starts up without them. Am I doing something wrong or do I need to rollback C2 to an older version. I see talks about nw10 and 12, so I'm assuming it has to do with that. Sorry if I sound noobish.

    Sigh, I just found this post and am commenting to mark it.

    I found something for achievements in the asset store, but it's not really for steam.

    https://www.scirra.com/store/royalty-fr ... rdkit-1017

  • prinsukun

    Looks great. It's 2015 now, how has it progressed?

    , C2 was really designed for 2D. However, I found this thread looking at these programs designed for 2D Visual Novels.

    http://www.visualnovelty.com/ Free

    http://www.renpy.org/ 6.99 US (Note: can port to iOS devices)

    Both seems to be on the up and up on copyrights to creators.

    There's also a visual novel maker on steam, but I here it's limited. However, it can port to andriod and ios pretty fast.

    http://store.steampowered.com/app/345370

  • I did a search first and couldn't find this post, so the question is--

    How do I create QTE events found in games like Resident Evil or Metal Gear? Meaning player has to press a random button when prompted to.

  • Who has C2 games on their websites?

    Meaning, I'm thinking of running games on a website to get more features out of C2.

    Also, what are some of the pros and cons?

    And what hosting sites should I use?

  • How do I create the "Mario Slide"?

    Remember Super Mario Bros-- There was an animation when he "decelerated" and his weight shifted in the animation as he slid, so how would one create that effect?

    My sprite sheet below--

  • The problem seems to be when I have my finger on the left or right arrow key, it causes the character to slide after the land. Working on it again now.

  • , I tired--

    on land>set stuck-in-move to 1+play animation landed

    on animation "land" > set stuck-in-move to 0+set animation to idle

    Then all the controls that move the character or change its animation have a condition: does stuck-in-move=0

    But my "stand-up" idle animation pops up (I'm okay with that); however, sliding still happened :/.

    I added "On top of this, you could do: animation "land" is playing> set vectorY to 0" but then the character kept re-spawning at 0 and was stuck in a loop.

    Hasuak like my screen shots? Can you recommend a good desktop recording program?

  • Any thoughts on how to fix the landing and sliding?

    I made a video showing the character animation so far and the problem.

    http://youtu.be/lpeutR0LuDg

    Also-- thanks in advance <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Did Nesteris advice work? Also, do you have the animations done on a Sprite sheet? I'm asking because I thought about some how programming #chracterturns my self by having the animation start some how when the opposite arrow key was pressed instead of the reverse feature.

  • LOL, it was a really easy answer--

    "Right-click inside the event sheet somewhere, and look for the "include event sheet" option in the popup. You need to do this in both event sheets, generally." 

    From Alex Falkenberg from-- https://plus.google.com/u/0/communities ... 0339008777