...It is saying that it can’t find paper-background.png so check your Resources folder and see if you spelled it wrong or if it is not there add it....
Search Results for "forum topic ground lof png tileset" (27 / 31)
paper-background.png is already in the Resources folder and is spelled correctly. The game crashes on start-up. EDIT: I added the images to the Copy Bundle Resources folder now and it's stopped complaining about that. I can't figure out what else is wrong now. It still crashes on start-up. [Se...
I agree it would be good to have much more precise collision detection. Nat talked about making this more robust in the future. I think I could adjust things on my own, but it would help to be able to temporarily draw lines at different coordinates to see where the collision box is. In Flash this...
@gholmes - same type of problem with solider. You need to recreate the solider spritesheet using only the images that will fit onto one sheet. Here's what I found: 1. Your solider.png file is 512x512 and I can count 25 sprites yet the soldier.plist file lists 527 frames [should be 1024x1024 and...
...Yup, I was able to fix the link. Thanks I have revised the set and added labels which helps a lot. Here’s the new link: http://meachware.com/zips/labeled-levels.zip You MUST add the labels.png file to your project...
...@Renegade – if it’s the “labeled” set, make sure you manually add the labels.png image to your Xcode project along with of course all the levels. Sorry – I’ll double check them now…...
Hmmm, I'm using Tiled v0.5.1 and you should be able to open any of the tmx files, although I always work with them from inside the "art" folder since that's where they will be loaded / copied with Xcode. So I guess just copy all the tmx files and the labels.png file into the art folder and try th...
(excuse my school english) I was digging around with the game code some time for my own game and had similar problems. The first thing I did was to breakdown the whole getExtent and LevelObject methods for new features. 2nd I did a lot of debugging with the tilemap and the grid-size to get my res...
I'm having some success integrating A* pathing into Quexlor. Check out the following screenshot: http://dl.dropbox.com/u/7923657/temp/pathing_test1.png This shows an A* path calculated by the Enemy Skeleton to the current player position. The pathing work is done inside Character.m so could be i...
Sounds like you're referring to the fog of war effect. Inside Player init function, adjust parameters: // create fog of war effect? effectFog = nil; if( [App maxTextureSize] >= 2048 ) { effectFog = [[HudLevelSprite spriteWithFile:@"retina.png"] retain]; effectFog....

