Tokinsom's Forum Posts

  • Can you post a .capx showing the problem?

    The problem with small objects, especially at low framerates, is often they can simply step entirely past a barrier. For example an object travelling at 600 pixels/sec at 30 fps is travelling 20 px per frame. If it is only 5x5, it's actually "teleporting" in steps 4 times bigger than itself every frame, and this means it could entirely jump over another 5x5 object without registering a collision.

    However, this is no reason for objects to be floating above other objects, so a .capx would be useful.

    I might just be talking out of my ass here but what about using loops for pixel-perfect or instant-hit bullets? Could something similar be applied for the platform behavior's collision detection?

    Here's an example I whipped up.

  • For the time being... (Assuming collision tile hotspot is at the top left)

    To fix player falling into / hovering over the ground a pixel or two

    +Player is on floor

    +Overlaps Collision Tile

    -Set Player.Y to Tile.y

    To fix wonky left & right wall collisions

    +Player overlaps Tile

    +Player has wall to right

    +Player is not mirrored

    -Set Player.X to Tile.X

    +Player overlaps Tile

    +Player has wall to left

    +Player is mirrored

    -Set Player.X to Tile.X+Tile.Width

    These might fix some of those other problems too.

  • I dunno about all that, but basic slopes, collisions, and moving platform interaction could be improved. You can tidy em up with events but you can only go so far.

    Yeah the C2 platform behavior doesn't have everything the CC one did but I'm kind of glad to be honest ^^; there were a lot of useless properties.

  • Yeah it actually turned out to be a problem on my end ^^; I reset all of the audio settings and everything was fixed.

  • Scirra Press Kit

    Might be something of interest in there.

    Ashley Tom Is it ok to use Press Kit contents in games or are they strictly for articles, etc.?

  • Maybe next year. I don't think any C2 games can compete with that just yet ^^;

    Then again, Reborn Horizon's trailer didn't even show one second of actual gameplay. Must be amazing. *cough*

  • Ok so we all know you can set objects' timescales independently from the game's timescale.

    So, in theory, you could pause the entire game (set timescale to 0) yet have certain objects remain active (set their timescales to 1) right? Wrong :<

    After tinkering around for a bit I got this to work by moving an object using n*self.dt instead of n*dt, then setting the timescale to 0 and the object's timescale to 1.

    Works great.

    But..

    Is that the right way to do this?

    If that's the case, then every object you want to remain active when the game's timescale is 0 would have to be programmed using self.dt instead of just dt, which in a sense makes just dt obsolete, which makes me feel like I'm not doing this right.

  • Using a different layout for each room is the last thing you want to do here o.o;

    Someone posted a zelda room + room transition example here a while back, but they didn't use delta time. Might try searching for it.

  • Sounds tacky.

  • I dont see why not. Cavestory isnt that big. Only thing id be concerned about is the loading time.

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  • scirra.com/forum/sounds-work-on-headphones-but-not-speakers_topic50185.html

    I feel your pain lol. Apparently it's something I did, but I don't believe it :\</p>

  • Add Online Multiplayer features now and you'll get 100 canceled MMOs. XD In my opinion the editor itself, event sheets features, a debugger, effects, and image editor tools are of higher priority. Oh, and of course better tilemap support :)

  • :

    Well if I edit the backgrounds to a ^2 size, quadruple the window size & layout scale, make my own parallaxing backgrounds, and position the HUD manually, I guess it'll be okay. The game will be stuck in 4x resolution however, since you can't change the window size during runtime.

    Would you suggest I do that or wait it out and hope for a later solution? The slightly blurry graphics are somewhat tolerable..

    edit: lmao even that's blurry. It's not as noticeable though. Probably not worth the trouble..

  • Ok, turns out the graphics are only blurry when zooming in via the browser (Above screen shots were taken at 300% zoom) However, GPU Accelerated Canvas 2D FIXED that (See first screenshot) so I'm still kind of confused..If it's truly enabled by default now, then why would the graphics blur when zooming in?

    Anyway, at 100% zoom the only thing that's blurry is tiled background objects, which is kind of odd. Any idea what that's about?

    Ultimately I might just have to quadruple the window size and layout scale, but that would of course break parallaxing layers..and still wouldn't fix the blurry tiled background objects :<

    edit: And when running the game on my tablet via LAN (Fullscreen scale mode) it's the exact opposite; Tiled background objects are perfectly sharp whereas everything else is blurry.

    Headache commencing.

  • I sure hope it's just a bug ^^; All layers have 100% opacity except the water layer (50%) and none of them use 'Force Own Texture'.