Ashley's Recent Forum Activity

  • w00t! Nice setup

  • Looks beautiful. Hope you make it!

  • ...my last 2 games had debilitating crashes.

    Did you report these crashes? Otherwise they can't be fixed...

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  • Can you post a .cap file (made from scratch) to the tracker with steps to reproduce the crash?

    You could theoretically have customisable controls with a custom platform movement. You could have different groups of events with different key input events, and enable/disable them. This would just mean changing between preset controls, though - not full customisability.

  • Are these buttons sprites or window controls? DirectX doesn't really like using window controls in fullscreen mode - you might want to roll your own with sprites instead (and it might fit the look of your game better too). Or are you using the application runtime?

  • The file "C:\calc.exe" doesn't exist for me. If I change it to just "calc.exe", it launches Calculator just fine (because without a path it also looks in the windows directory).

    Are you sure the file you're trying to execute exists? Is there really an update.exe in the C:\ directory? Besides, you really, really shouldn't dump files in the C:\ directory. Use the AppPath expression to keep everything inside the application's folder.

  • I think features like double jumping and moving platforms should definitely be implemented. They're so commonly asked about on the forum that the built in platform movement should be able to do it, instead of requiring people to modify the behavior, or come up with their own movement engine to do it.

    In an ideal world the platform behavior would be good enough that 90% of platform games can be based off the platform behavior instead of using a custom engine. The platform behavior has a way to go before that point though

  • By default, the runtime uses 'Linear' sampling, which gives a smooth effect for rotating and stretching sprites, and supports sub-pixel rendering. It isn't flattering for pixel graphics though. In application properties, set 'Sampling' to 'Point'. It should keep everything crisp

  • Google images result for 'Brilliant'. I think it was derived from a previous search for 'Brilliant avatar'.

  • 'Jump' will make the character jump even if in mid air. Use a little detector sprite beneath the player's feet to make sure they're on the ground before jumping.

  • Paste clone is broken. It's meant to make a copy of the sprite's images, so when you edit it, you don't affect any other types (as you would expect). I don't know why it's not making a copy - somehow it's just referencing the old images. But you're right to be surprised Hopefully it'll be fixed soon.

  • Yeah, the platform behavior will make sure the object never overlaps a solid, so the collision event will never run. To get around this, make a little 'detector' sprite and always set its position to just beneath the ball. You can use that to check if it collides with a solid.

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Ashley

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