Search found 141 matches
- Tue Aug 02, 2016 1:05 pm
- Forum: General Help
- Topic: Pos-Envelopes on tile layers
- Replies: 2
- Views: 1256
Re: Pos-Envelopes on tile layers
Cutting is way too exhausting and time-consuming... but seems like I have no other choice :/ I just asked myself why this feature wasn't implemented, cause quad layers do have it and could also be gameplay relevant. And yeah :D a game layer which could be affected by (pos and color (color would be u...
- Mon Aug 01, 2016 11:47 pm
- Forum: General Help
- Topic: Pos-Envelopes on tile layers
- Replies: 2
- Views: 1256
Pos-Envelopes on tile layers
It would be awesome if someone could add the feature that you can add a position envelope to tile layers. (would be really helpful in some cases specially in mine)
cya.
cya.
- Mon Jul 18, 2016 1:27 pm
- Forum: Map Testing
- Topic: Let's Death!
- Replies: 15
- Views: 4853
Re: Let's Death!
no spawn point... gj m8
test your map pls before posting thx.
test your map pls before posting thx.
SpoilerShow
not emeded images, not used images:
(originaly no spawnpoints and missing gametiles (hook/unhook)- Sun Jul 17, 2016 11:11 pm
- Forum: General Help
- Topic: Diskspace
- Replies: 5
- Views: 1857
Re: Diskspace
ye I've already used .opus (each is 1 MB big but the quality is already bad :/ I'll optimise those at the end I think)
- Sun Jul 17, 2016 9:57 pm
- Forum: General Help
- Topic: Diskspace
- Replies: 5
- Views: 1857
Re: Diskspace
it contains at the moment 2 quads and 3 tilesets and 2 sound files (and 6 envelopes... atm!)
- Sat Jul 16, 2016 11:39 pm
- Forum: General Help
- Topic: Editor Proof Option
- Replies: 5
- Views: 2105
Re: Editor Proof Option
which isn't the middle :/
just create a tilelayer on a para 0 layer and move the whole group -48 on both X/Y Pos
just create a tilelayer on a para 0 layer and move the whole group -48 on both X/Y Pos
- Sat Jul 16, 2016 9:58 pm
- Forum: General Help
- Topic: Editor Proof Option
- Replies: 5
- Views: 2105
Re: Editor Proof Option
yep would be great.
You also can add a quad on para0-group, make it really small and place it where you think where the tee would stand, then test it on a test server until it fits
You also can add a quad on para0-group, make it really small and place it where you think where the tee would stand, then test it on a test server until it fits
- Sat Jul 16, 2016 1:06 pm
- Forum: General Help
- Topic: Diskspace
- Replies: 5
- Views: 1857
Diskspace
I'm working on a map wich contains already 2 MB data, and I'm not even finished with 1/3 of the map. So I want to ask you about the maximal capacity which a map is allowed to hold (hopefully 5 MB or 6 )
- Sun Jul 03, 2016 9:04 am
- Forum: Off Topic
- Topic: Soccer match!
- Replies: 7
- Views: 1894
Re: Soccer match!
Nice Image Bruh ( ͡° ͜ʖ ͡°)
- Mon Jun 20, 2016 5:19 pm
- Forum: Map Testing
- Topic: Art Of Dummy Movement
- Replies: 5
- Views: 2071
Re: Art Of Dummy Movement
I would change the arrangement of the Parts. 3 times same thing is lame. also the balancing isn't realy enjoyable (I would put the faily dummydrag parts at the beginning of the map, because it sucks if you fail there) Also part 7 don't realy fit into difficult range. at the end it feels like you had...