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I've had and been dabbling with ImpactJS since it's beginning and jus…
Are you talking about creating the levels for a game, or the actual bikes thems…
It can be done by calculating the mouse's position and rounding it to the …
Yup, that did it - makes no sense to me though, cuz you shouldn't be repla…
Ill have to try that out in the morning. It makes very little sense to me that …
Doesn't work - 6 is the tile number thats in the map data, so using a 5 wo…
...and this doesn't work either, >.<
##
ig.module(
'ga…
Here's the code from the new project...
##
ig.module(
'game.ma…
Just tried it on a new project, with nothing but my animation code, loading a l…
that weirded me out for a second cuz my name's Cory, lol - didn't rea…
I was having a similar problem in the past. Never quite figured out the exact r…
I'm going insane trying to get this to work now, >.<
I'm not…
Ok, doing a little more testing today on this issue; I've checked if.game.…
thats what's going on, but still nothing.
eh, still no luck.
This is really weird, I'm not getting any errors, ever…
Yeah, I've got that disabled - and I've double checked it 5 or 6 time…
I've never really dabbled in backgroundAnims, and I've read all of th…
I got into game programming after playing a few RPGs when I was younger, most-n…
25, male - been an employed web designer for 8 years, and a game programming ho…
""_Quote from Joncom_
It might work doing it the way you are, but so…
Has anyone looked into html5's fullscreen capability? Apparently it is des…
Oh I see, you're basing the animations on the velocity. You would need to …
Well I'm hoping to, after initial release and a moderate playerbase has be…
I love this tool as well, I just really wish it had the ability to use the font…
wait... is node being 'fully' supported by 2.0? I am completely out o…
For a top-down game, in the style of classic Zelda: A Link to the Past, or clas…
you need to add the line of code telling the entity to play the animation.
#…
Its able to separate it by the tile setting. The tilesize dictates how big each…
Ah, found the problem - it was in MY gui.js, a feature I was experimenting with…