Anonnymitet's Recent Forum Activity

  • Hmm, weird. It works fine for me. I can download the file and open without a problem. But here is an updated version with touch controls. Does that work?

    LiveDemo:

    http://scroll6.bitballoon.com/

    CapX:

    http://www.frozendev.com/examples/scrolling/scroll7.capx

  • Are you trying to unzip it? Just open C2 and open up that file or you can just drag the scrolltest.capx file over the C2 icon and it will open.

    So you are not supposed to unzip it.

  • You are supposed to open it with C2.

    You have C2 right? I thought you only needed something to get on the right lane and customize it to work. If you want to make it work with touch controls you can simply just change the events

  • Here is how you do it with 0 events. You can customize it to your needs. And keep the $5

    Demo:

    http://www.frozendev.com/examples/scrolling/index.html

    CapX:

    http://www.frozendev.com/examples/scrolling/scrolltest.capx

  • Anonnymitet - awesome, and just about my level of pixel manipulation - thank you!

    Great, only thing that was a bit frustrating was that I had to right click and copy both the new X&Y scale for each sprite to every frame

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  • Colludium I solved it now by doing this:

    1. Exported out my new sprites as the size I wanted and reloaded them in spriter. Which messes up the character.

    2. Then I selected the main bone and scaled it to the size I wanted. In my case 2 as my new sprites are double the size of the old ones. This also scales all child bones and the sprites so everything looks like shit atm However the rig is now correct but nothing else

    3. Lastly I selected all my sprites (only the sprites no bones) and changed the scaling back to 1 and now the rig and bones are correct at the new scale.

    Not optimal but it worked

  • lucid I doubled the sizes of my sprites that spriter loads for my character inside the spriter editor. Is there a way to scale the project and bones so it fits the new sizes of the sprites? (Meaning scaling the bones and not the sprites connected to them)

    Or do I have to scale every bone and place the sprites correctly for each animation manually?

  • If you rotate the boat sprite in the sprite editor so it points up there. Then it will point up at 0 degreees in game. Or are you looking for something else?

    Or if you are setting the ship rotation by a windDirection variable then you can simply add -90 to the action where you set the angle instead.

    For example: every tick > set angle to > windDIrection-90

  • Just use rex moveto behaviour and set it to move to touch.x and touch.y

    Super simple but effective

  • Doesn't this work?

    On left mouse click

    --right mouse button is down ----> set animation

  • Looks really good. One thing though. Like so many other new platformers out there this seems to suffer from floaty character movement decease by the look of the trailer. The character moves without any weight. So I would strongly recommend to make the character jump and fall faster. Also by adding acceleration to falls it makes jumps from higher heights feel a lot tighter.

    Quick example of what I mean:

    http://frozendev.com/examples/floatyVtight/index.html

    This example has far from perfect controls but I hope you understand what I mean. When I jump over an enemy projectile for example I don't want to float around in the air like I'm on the moon, no I want to land quickly on the ground again and continue the action

    The graphics and bosses look epic so it would be a shame if floaty controls broke the illusion. I usually don't put this much time in my feedback but I see potential in your game so I had to But with that being said I wish you the best of luck and the game looks awesome!

    And I voted yes

  • On A pressed

    --- compare.frame =0 > play sound 1

    --- compare.frame =1 > play sound 2

    Etc.

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Anonnymitet

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