DiegoM's Forum Posts

  • C3 doesn't know that the image for the two object types is the same. So it makes space for the image of each one when it's building sprite sheets.

    Why were you doing that? Just messing around? Or are you doing something that depends on it?

    If you just want to have many Tilemaps with the same image, I think it would be better to create many instances of the same object type, instead of creating many object types.

  • Those are valid points.

    I have another issue to work with relating to the mobile UI of the image editor, so I will implement something that addresses those problems while I am at it

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  • It should show up if you swipe in from the left of the screen.

  • You can scroll with the middle mouse button. Just keep it pressed and scroll around the image.

    But now that I really think about it, adding SPACE + Mouse to scroll should take me a grand total of about 15 mins

    That doesn't sound too terrible.

  • I need to check if C2 works that way.

    If it does, I will probably try to add it in the coming days. Having parity with C2 features is one of our main goals at this stage.

    If C2 doesn't do it, then it means it's a new minor feature, so I would probably let it slide a bit into the future.

  • Because it is not implemented.

  • Oh cool, yeah I forgot to mention that.

    If you want us to look into something it is better to file a bug. It is more difficult to keep track of messages in the forum.

  • Just tried it out in our Mac Book Pro, and it definitely doesn't work.

    I'll have to fix this one. Hopefully it won't be too much of a hassle.

  • The smooth toggle is working as intended, but the difference can only be noticed if you are zoomed in really close to the image. When the toggle is off, you draw only with whole numbers as coordinates, when it is on, floating point numbers are used as the drawing coordinates. Again, this difference can only be seen when you are zoomed in, something like >500%. Unless you have better eye sight than me, then you might notice it earlier

    I should do something about the hardness 100% and anti aliased pixels thought, that is definitely not working like C2.

  • Scroll bars tend to be hidden in OSX if the pointer is not on top of them. So maybe that is why you are not seeing them.

    Right now you can scroll through the whole image by pressing the middle mouse button on top of it and moving the mouse around. This might be a problem if you don't have a middle mouse button thought, so I should implement another method to do that.

  • Alright, I fixed this.

    You will be able to check it out in the next release, r32.

  • Well, I just found a pretty glaring bug that can make thing rather confusing

    Hopefully I can fix it for the next release and you can try the feature properly.

  • If you think there is a problem make an issue in Github about it.

    I am a bit suspicious myself that only a couple of bugs were filed about it.

    Not that I doubt my coding chops , but I was expecting a few more issues from thoroughly untested code.

  • There is quite a bit to be done with some controled randomness in shmups and if done right it doesn't need to hamper competitive play.

    Parsec 47

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    The game generates enemy waves and bullet patterns, not randomly, but not completely scripted either. You definitely don't play the same patterns each time and it is mostly about twitch skill. I haven't heard anyone complaining about that when playing for highscores.

    Warning Forever

    You fight a single boss which evolves as you destroy it and as you die. The evolution of the boss is not quite random, but they are diverse enough that each player has a different experience and from what I remember people played for high scores since there is quite some strategy and execution involved in surviving for the longest time possible.

    Zanac

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    This one is quite cool. The game detects what attacks are killing the player and adapts itself to attack with more of the same. You can purposely kill yourself with easy to dodge attacks so the AI will attack you with easier patterns as you get farther into the game.

  • igalencar

    Congratulations for attempting to clone Truxton

    I second oosyrag's suggestion, sounds straight forward and will look nice with a special animation to cover up the cutting point.

    The laser animation would need to be long enough to cover up the longest possible distance between the player ship and a target, that would be the length of one of the diagonals of the screen rectangle.