Tokinsom's Forum Posts

  • Is there any way to disable the 1px transparent border that's added when cropping sprites? It looks awful on low-res graphics! I imported a sprite strip for the spritefont plugin, and some squares for a nifty transition, and they all have transparent borders :<

    edit: Actually I didn't even crop these sprites..I just imported a sprite strip for the character map, and dragged the square image into the layout editor, but the border was added anyway.

  • +Player is falling

    -Add 60*dt to instance variable 'fall length'

    +Player is on ground

       +'fall length' > some good distance

       -Kill player

       +'fall length' < some good distance

       -set 'fall length' to 0

    Should work just fine if there are no abilities that allow the player to float or something. Might also want to set 'fall length' back to 0 if there's a wall kick or something.

  • <img src="http://i.imgur.com/Zvqll.jpg" border="0" />

    <img src="smileys/smiley9.gif" border="0" align="middle" />

    Suddenly, Michael Jackson ;)

  • I fear a one armed peg legged bearded cross dressing princess pirate man woman will hop out of the corner of the screen and start yarring at me

    O. O;;

    ;;O .O

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/enhanced-buzz-28895-1301694293-0.jpg" border="0" />

  • Yes, exactly! Thanks for the link.

  • Great plugin Mipey! Very simple to use and easy to set up.

    One question though; are you planning on adding "write text"? That would be great for dialogue and stuff!

    edit: Until then..is there any way to pull this off with just events?

  • Depends, really.

    My game, for example, has multiple "rooms" that collectively make one entire level or area, like in Metroid. Each "room outline" or "camera zone" is loaded at the beginning of the layout. Then, whenever my player enters a new room, the entire level is loaded and everything outside of the current room is destroyed.

    So yeah. Basically it loads small parts of the level one by one, and destroys what is in other rooms, clearing up thousands of objects.

    That's one way to do it atleast..Dunno what to tell you if your world is just one giant open area. Maybe try breaking it up into multiple layouts?

  • en.wikipedia.org/wiki/Portal_rendering

    Hope you made your 'world' external ;)

  • Hm..What about linking together some physics objects with large transparent borders for the chain?

  • I wish we had competitions like this for CC..C2 is so hard to work with right now. Anyway, I might join..got some ideas brewing already :)

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  • random() is 0-based, so yes. 1+random(2) will give 1 or 2.

  • Platform Behavior + Logic = GOOMBA

    example .cap: dl.dropbox.com/u/17634050/Goomba_Movement.cap

    *edit*

    When using the platform behavior for enemies and such, make sure to ignore input when it's created.

    If you want it to turn around at certain points, you'll have to make detectors. If you want it to turn around when it's about to walk off a ledge, you can use collision offset.

  • Thanks guys. Little red dot detector set at the player base's position & angle works pretty well though :)

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/detector.png" border="0" />

    +Detector doesn't overlap solid

    +bunch of other stuff

    -wooooooosh

  • Oh wow. I always thought collision offset determined a single point relative to the boundaries of an object.

    Such as..

    player.x=100

    player.right=108

    thus collision offset at 2,0=single point at 110

    Well thanks for clearing that up. I'll just go ahead and use a detector.

  • Imagine NES Megaman's slide. He can slide underneath obstacles that are otherwise too small to walk under.

    If you're against a wall and try to slide, it won't work. However, if you're against a wall and there's a small gap at the bottom, it will work.

    How would I use collision offset to check if my player is against a wall with a small gap at the bottom? (16x8 gap in this case)

    I figured

    +Player Is NOT overlapping solid at offset 1,-4

    +Angle is 0

    -Allow slide.

    would detect open space 1 pixel to the right of the player, and 4 pixels up..but it doesn't! It keeps him from sliding against normal walls, which is good, but it's not detecting gaps and allowing you to slide like I thought it would.

    Normally I'd use a detector for this sort of thing but I'd like not to.

    Any idea what I'm doing wrong?