Tokinsom's Forum Posts

  • I think Steam is mostly to blame for allowing this garbage on their market. They have no quality control of their own, and the community is doing an awful job at it. Didn't Gabe say greenlight was an awful idea and they planned to replace it?

  • bclikesyou Kind of. There are 2 main background images with 'cutouts' for animated sprite objects. We thought about doing animated tiles but they vary too much and would have just complicated things. We're also using palette shifting on some backgrounds/tilesets like the original Megaman games did.

  • Might want to share your phone model / OS and .capx. If those check out then uh...welcome to HTML5 mobile gaming...

  • It's at the top-right of your inbox/user control panel (Friends & Foes).

  • Oy. HTML5/Browsers never fail to disappoint.

    Dalal hope you get this working. good luck!

  • I strongly prefer the left one but without the pink outline. Has a sort of fire emblem style to it. Could use more vivid colors and greater contrast too...looks a bit pale.

  • This has been requested at least a dozen times. Unless you code your own platform behavior with events, which from what I've seen is not entirely possible given your options, you can't do this in C2.

  • ErekT It's funny considering all the crazy effects and such with the audio plugin. But looping music properly? Oh hell no.

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  • I've asked this numerous times over the years and nothing anyone suggested worked perfectly. We need a way to loop back to a certain point in a music track containing both the intro and body.

  • Uhhh you could play a C2 game on your wall I guess. Without 3D I don't see any other options.

  • Working on a potential wall-tracing ability. You shoot one energy ball horizontally. When it hits a solid it splits in two and traces the walls. When it hits an enemy it splits in two that travel downwards diagonally and eventually trace the walls. They also pass through enemies. Might be a tad overpowered right now lol. This also shows Chemmeleons which work in groups to warp around and shoot at you.

  • Tsunami's stage continues to take shape. Also finished a new ability, Prismatic Pavise. It's a very large shield that absorbs projectiles. When you let go of [shoot] Copy drops it and it floats in the air, eventually exploding horizontally and dealing back the damage it absorbed. It also pierces enemy shields. Really had to lower the framerate for this one but you get the idea!

  • My player has 9 weapons and each one has its own energy which is stored in an array. There are pickups to restore energy. If the currently selected weapon is full, but others are low, I want to distribute the restored energy to them evenly.

    My idea was to loop through the energy array as many times as the energy refill. If an energy is lower than max, 1 is added to it and 1 is added to a local var counter. If that counter is equal to the energy refill, the loop is stopped. This way, if there's only 1 weapon with low energy, then it'll get 1 energy with each loop until it's over. If multiple weapons are low on energy, they'll each get 1 until the refill amount is met, at which point the loop is stopped.

    I dunno if it's my code or the method as a whole but it doesn't quite work - too much energy is being restored. Any other ideas or examples floating around?

  • Pretty sure you have to develop with multiplayer in mind from the very beginning. I've seen some games that had multiplayer added later, but they weren't in C2 and probably required an insane amount of refactoring.

  • TiAm I got it working on a horizontal strip of rotated tiles...once In my game with 8x8 tiles it would pick them up but the zone and tiles were all wrong. I really hope it's not too difficult to fix, else Ashley might can the whole feature D: Frankly, the best feature C2 has gotten in months in my opinion lol.