Tokinsom's Recent Forum Activity

  • When it comes to dynamically loading assets or using custom built editors you don't have much of a choice but to go desktop-only with node-webkit. Project files don't exactly work like you'd expect them to and I don't think a game like this will work with CocoonJS for reasons stated in your post. I haven't tried dynamically loading animations and probably never will since you can only load a single frame/file at a time and it has to DL first.

  • The official node webkit object can write files.

  • Not really. Just set scroll X/Y to the object and toggle with a variable.

  • Bump.

    newt PM'ed

  • jojoe All the images in that topic are broken..wasn't even sure what it was until you pointed it out here >.>

  • People still use their OUYAs? huh.

  • For extremely fast bullets, instant-hit bullets, or pixel-perfect bullets, you need to use loops. Something like...

    +Bullet.Count > 0

    +For 1 to 5

    -Set Bullet.X to Self.X+60*dt

  • +1

  • Might want to read up on the canvas plugin. Pretty sure that's what's causing the performance issues.

  • Very useful plugin. Thanks man!

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  • What expression would I use during "for each XY element" to set a 10x28 array to...

    00,01,02,03,04,05,06,07,08,09,

    10,11,12,13,14,15,16,17,18,19

    20,21,22,23,24,25,26,27,28,29

    ...and so on?

    I had this working before but no longer have the .capx. It was really simple, too! Just can't think of it atm -.-;;

  • CC & C2 are simply not designed for low resolution games. Variable time step, no tiles (even though high res games use them too), floating points, etc. Pixel rounding also doesn't come into play when scaling or rotating - you get that "pixel art in a flash video" look.

    Pretty funny because there aren't that many "modern" games being made them due to performance issues and until Spriter is finished you can only use sprites anyway.

    Anyhow..."solutions"...Only way to prevent the shaking & seams w/ pixel rounding is to move your player by framerate*dt, but that only fixes it when moving strictly horizontally and is pretty stupid for obvious reasons. You can try putting the camera code before your player movement code but that will probably just shake the rest of the screen instead of the player. You can also try int() on your camera to prevent seams w/o pixel rounding but then you'll get more shaking. Adding 1px transparent borders around your platforms helps there but you can't do that with tiled BG objects.

    Personally I just leave pixel-rounding off and use sprite objects acting as tiles (see:TMXimporter) then paste them to a canvas prior to destroying them, preventing seams.

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Tokinsom

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