Wolod's Forum Posts

  • Nope. Canvas coordinates are 0,0 and size is equal to the layout size.

  • Hello guys! I've made a minimap in my game using texture setter plugin and canvas object. There are three families - one for tiled objects, second one is for sprites and the final one is for sprites that should be in front of all that mess. These families are pasted into canvas in proper order, texture setter does rest of the work. Everything is working fine when player comes to layout for the first time (you can revisit game areas anytime), but when I return back, not all of the objects can be seen on map. Here are some screenshots.

    <img src="http://s017.radikal.ru/i441/1201/18/37beca6b4611.png" border="0" />

    event sheet

    <img src="http://s018.radikal.ru/i501/1201/c3/70d18496771c.jpg" border="0" />

    good map

    <img src="http://s003.radikal.ru/i204/1201/df/462dec35dea5.jpg" border="0" />

    bad map

    I'm counting on your help. Thanks in advance.

  • Long time ago I've created adventure/platformer Twisted World. Frankly speaking it wasn't very good - graphics (pixel-art) was messy, game oveerall was buggy. It was my second game by the way.

    Anyway I liked that project so now I'm making it's remake - Sunkin Wrath. New improved graphics, bug fixes and new features - that's not the full list of changes. Below you can see some character art.

    PS: this game should be done in spring 2012.

    <img src="http://s018.radikal.ru/i528/1201/d6/8fbd8e990364.png" border="0" />Tribeman

    <img src="http://s018.radikal.ru/i524/1201/85/f051cf8691c2.png" border="0" />Bonenibller

    <img src="http://s40.radikal.ru/i090/1201/2c/7c3c0e76c73a.png" border="0" />Dragonfly

    <img src="http://s018.radikal.ru/i521/1201/2c/7843749afc0c.png" border="0" />Golem

  • I liked the clone system, but I couldn't complete the level because after my first death moving platforms became static.

  • > Screenshot from my project "For Whom the Bell Tolls"

    > <img src="http://s017.radikal.ru/i440/1112/94/04716d5a63df.jpg" border="0" />I love the artistic style.

    But make sure there's enough contrast for the player to not get too distracted from the background. For example, in the lower middle of this screenshot, all those lines and plants with high contrast in the background give some hectic to the eye (don't know how to express it else in english). It should have less contrast and maybe a bit blurrier, or have a slightly different color range as a contrast to the colors used in the foreground.

    Thanks for advice tulamide! I'll fix that when I'll be designing levels.

  • 8-bit runner rocks! Goo is not bad too.

  • i heard you like wolod so i put wolod in a wolod post so you can see a picture of wolod from a picture of wolod

    I heard that you like QuaziGNRLnose so I quote QuaziGNRLnose from QuaziGNRLnose's post so you can read post of QuaziGNRLnose that QuaziGNRLnose wrote above.

  • You need 3 global variables e.g. "X", "Y", "Layout". X - is X position where player is spawned at the start of layout, Y - is Y position and Layout - will be number of layout where player is spawned. Also you'll have to create objects which will have same private variables(x,y,layout). Place them in the building entraces/exits. If player interact with them set global varaibles to private variables, player should go to layout number global('layout').

    Well it's a solution which I used in my project. I think there are other ways to solve your problem.

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  • Very impressive work 7Soul!

  • You need pixel art or more complicated graphics? Tell what exactly you need and I'll draw you an example. If you'll like it we continue to collaborate.

  • It's me at my home in Ukraine. Thanks to my girlfriend we have a little Photoshop miracle here<img src="smileys/smiley36.gif" border="0" align="middle">

  • Screenshot from my project "For Whom the Bell Tolls"

    <img src="http://s017.radikal.ru/i440/1112/94/04716d5a63df.jpg" border="0" />

  • Try to place For each EnemySoilder as main event and the rest as sub-events.

  • As you know Indie of the Year has launched! Let's help Construct made games win! All we need is to visit Idie.db or Mod.db and vote for Construct-made games! Support each other and we will win!

  • Eternal Carnage v.1.11:

    • changable resolution (640x960; 560x840; 504x756);
    • more balance fixes;
    • damage bug fixed.

    Download new version now!