TELLES0808's Forum Posts

  • Great =)

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  • When you'll send e-mail for who bought the pre-order version? I had no updates of spriter by more than 6 months...

  • Kyatric, yeah that is how signatures should work.

    Maybe I'm doing something wrong but, I still see my old posts without signature card. Different browsers, updated (F5) and still no signature.

    Strange...

    This is called by "cache".. F5 don't refresh cache for some pages, and this is one of the best and optimized page I ever see, so, you'll need to deleted and clear your history and cache files to see the update, what's easy with chrome.

  • Yes, Construct 2 is missing "Jumping Peak", what is common in my other game makers.

  • To prevent overlapping walls and people, use LERP, checking families... =]

  • amazing idea for C2, the sprites don't look professional, but you did it fine for a sandbox =]

    I did some sprites for various poses, and it's free to use on non commercial games, giving credits.

    Keep your job, I see a good game coming to reality here.

  • Try Construct 3

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  • variable_point(1) >> set variable_point(1).(x,y);

    variable_point(2) >> set variable_point(2).(x,y);

    variable_point(3) >> set variable_point(3).(x,y);

    variable_point(4) >> set variable_point(4).(x,y);

    variable_point(5) >> set variable_point(5).(x,y);

    variable_spawn(1) >> set variable_spawn(1).animation ("animation 1");

    variable_spawn(2) >> set variable_spawn(2).animation ("animation 2");

    variable_spawn(3) >> set variable_spawn(3).animation ("animation 3");

    variable_spawn(4) >> set variable_spawn(4).animation ("animation 4");

    variable_spawn(5) >> set variable_spawn(5).animation ("animation 5");

    *You can loop it if you want...

    every 7 sec >>

    set variable_point = int(var(1,6));

    set variable_spawn = int(var(1,6));

    variable_point = var >>

    spawn (variable_spawn) on variable_point(var).(x,y);

    Also, you can check if the point is overlapped by something and miss it then.

  • You can draw the entire platform in one big image 800x10000 pixels, and place them inside the game, but, this way will may lower the performance of your game, because of the collision polygons.

    Using individual images, and re-sizing them to look different is the most powerful way to achieve that.

  • You can make it using an overlapping conditional, when the spawner is overlapping the "invisible area of spawn" sprite, it can shot the enemies ^^

  • I love how elitist some people are. It's a laughable stance, actually. Who cares if the games are low quality and spam the market? The good ones are at the top, anyway. The time where anyone can develop and use the world as a test is now, but still, I read these kind of "protectionist" comments.

    Funny, really.

    The problem is that now there are a lot of indie developers out there, from wich YOU are part of and opted to sell their work DIRT CHEAP.

    If you care about this proctection, why you want use their site? lol, nonsense...

    Otherwise you, I hate waste time looking into top games (for alienated persons), preferring browse on good content by myself...

  • I agree with this limit, I don't want 2 or 3 people using appMobi to release 100 games with low quality, with the only purpose of spam the site.

  • every tick > .imageWidth didn't worked?

  • erver Error in '/' Application.

    Unknown error (0xfffffffe)

    Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code.

    Exception Details: System.ComponentModel.Win32Exception: Unknown error (0xfffffffe)

    Source Error:

    An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below.

    Stack Trace:

    [Win32Exception (0x80004005): Unknown error (0xfffffffe)]

       System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo) +912

       System.Diagnostics.Process.Start() +136

       System.Diagnostics.Process.Start(ProcessStartInfo startInfo) +49

       Arcade.UploadFunctions.minifyC2Runtime(Int32 GameID) +333

       Arcade.GameFunctions.createGame(Int32 CatID, String Name, String Description, String Instructions, Int32 UserId, Int32 Width, Int32 Height, Int32 ParentGameID) +1338

       ArcadeSubmit.submitGame(Object sender, EventArgs e) +1329

       System.Web.UI.WebControls.Button.OnClick(EventArgs e) +118

       System.Web.UI.WebControls.Button.RaisePostBackEvent(String eventArgument) +112

       System.Web.UI.WebControls.Button.System.Web.UI.IPostBackEventHandler.RaisePostBackEvent(String eventArgument) +10

       System.Web.UI.Page.RaisePostBackEvent(IPostBackEventHandler sourceControl, String eventArgument) +13

       System.Web.UI.Page.RaisePostBackEvent(NameValueCollection postData) +36

       System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +5563

    Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.272

  • if you make a simple capx and post here I can help you ^~

    I was having troubles with looping, but one day a light illuminated my brain and I saw the mechanic behind C2, so, I think everything is possible now, lol...

    See you.

  • you can set to scale the image manually using fireworks or corel draw, for example, and when there, just check the option "nearest pixel" in the method of scaling, otherwise, the software will smooth the edges, losing the retro effect of pixel arts.

    I did my SandBOX using the scale in game, but I have no idea of how it can show on other computers, so, to make sure the people playing your game will see what you see in your development, just scale the images and import them.