Tokinsom's Forum Posts

  • Well you can always have a 'cursor' or 'pencil' that creates static duplicates of itself every tick / few milliseconds as it moves, creating a "line". You can then use lerp(),qarp(),or cubic() to move the pencil how you want.

    Maybe not the best idea but if you insist on not using plugins there ya go :P

  • Pausing

    Set the time scale to 0 and the game will come to a halt, since game-time is frozen. However, the framerate is not affected, and events continue to run. This can allow you to control a pause-menu or allow other commands to be carried out while the game is paused.

    More on time scaling here.

    Basically, yes, deactivate certain groups when pausing!

  • for example

    Is this even within the realm of C2, hypothetically?

    I'd say so. It's stuff like this you want to watch out for.

  • 1)Yeah the fullscreen seems to be a work in progress but I can't say. You can always use your browser's zoom to get a bigger window though. This may make the graphics blurry, but if you use Chrome you can go to chrome://flags and enable "GPU Accelerated Canvas 2D" which keeps graphics from blurring, among other things.

    2)The game I'm working on uses large images, 4 parallaxing layers, lots of little objects, and a fair amount of particle effects but there's no slowdown yet! I don't think you'll have any problems there.

    You may want to find a better browser for gaming; FF isn't very good imo. Maybe Chrome or Opera?

  • Kyatric He means he wants to change what the initial settings are when starting a new project, not change them via the properties panel.

    I honestly don't see why this is necessary though. Yeah it would be kind of nice but it takes 10 seconds to change the settings via the properties panel.

    "Imagine each time you start using your browser you had to manually set your favorites... "

    I don't see how that relates. You only have to change the properties ONCE when you start your project. It's more like setting your browser options.

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  • +Every Tick

    -Set Tile.x to int(mouse.x/16)*16

    -Set Tile.y to int(mouse.y/16)*16

  • .

  • i love how the little penguin farts keep him alive from plat to plat.

    Lol he's not farting; it's just some particles to make the wing-flap look a little better. Maybe I should change them to feathers..

  • Thanks Ash!

    Thanks for your suggestion too, PixelRebirth. This works pretty well but the player now thinks he's on the floor when overlapping the platform at any point, not just on the top.

    Like if I'm jumping/falling and overlapping the platform at any point, the running animation will be played instead.

    It's close but I think there needs to be another bit of code added somewhere!

  • Wow, looks nice. Keep on!

    Three question:

    1.The stone enemy. Is it a plattformer?

    2. How did you made the diamond dissolve at the end? Looks very fluid.

    3.What is the resultion of the project?

    1. Does it use the platform behavior? Yes.

    2. Array...and magic (also known as scaling, IDs, and Timers)

    3. 240x160 - same as the Gameboy Advance. We originally went with 256x224 - same as the SNES, but it was too big. We kept the 224 height for the levels though, so there's sort of an "upper section" which the scrolling locks on to when you go high enough.

  • Thanks guys!

    Kyatric

    Strictly canvas. WebGL works OK with this, but it won't let me zoom in without blurring the graphics (point sampling doesn't seem to work) and causing some other problems.

    Yeah I use Chrome with GPU Accelerated Canvas 2D enabled, and FRAPS for recording. It actually runs at a (mostly) smooth 60fps but I think youtube caps it at 30fps.

    About the Bulloom (flower enemy) part.. I just kept doing the spin attack too early! You can jump on that enemy instead, but it's kind of risky as it spits those projectiles straight upwards. It might be a good idea to shrink those gaps a bit though.

    I don't think there's anything I can do about the music looping. It just doesn't loop instantly in C2, and the pause is pretty noticeable. I tried pre-loading the music but it didn't make any difference. The intro is a lot 'softer' than the ending too, but that's only half the problem!

  • ]

    Bumper's Quest Preview 3

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  • La-Mulana. It's easily the greatest and most elaborate game I've ever played.

    Second would have to be Eternal Daughter. It was the first indie game I ever played and pretty much got me in to this whole mess :)

    The Iconoclasts is definitely next on my list. I'd say more but it's still just a demo, so. Honestly I think it will whoop Cave Story. It was a great game but..come on :P

  • In the meantime, you could just make all the weapons the same object and have a variable to tell them apart.

  • C2 = Klik n' Play? Wow, dude. C2 is completely capable of making "real games." It's just that people would rather experiment with it right now than make full-fledged games because it hasn't even been in development for an entire year yet. People seem to forget that.