I added an eliptic shadow (black) to the character sprites: file character.m in method init() effectShadow = [[CCZSprite spriteWithSpriteFrameName:@"shadowtest-01.png"] retain]; effectShadow.position = ccp(0.0f, (sprite.height/2 * -1.0f) + 4.0f); effectShadow.scale = 0.80f; effectShadow.anchor...
Search Results for "forum topic ground lof png tileset" (28 / 31)
Different sizes meaning, I'll try one PNG only, fresh level, and use 64x64, 128x96 (says at the bottom), 128x128 and so on, I'll add in a player to test, but insta-crash. Levels as in the tutorial using that tilemap work fine. I've also used other tilemaps from the web fine, but am not sure how to ...
...Does anyone know where the code lives to swap the .fnt and font.png?...
Not sure what you mean by that. I know that font.fnt and font.png live in the menu folder. The problem is I made a new font both hires, and a regular size. I renamed them to match what the other ones were, and realized the low res version is wrong. Now I can't drag in another to replace it without ...
...What error? Why not just replace the font.fnt and font.png in Finder and don’t worry about changing the code or project?...
I like the new doors that descend slowly like key columns. Good idea to make them different than doors unlocked by counters. On marshlands07 with the skeleton boss, the walls on the right cover up the skeleton when he dies. I think it looks weird because the walls are the grass edge. Not sure if ...
...The originally ‘fixed’ Tilemap TMX and PNG worked fine, but upon creating my own again with similar naming schemata, problems arise anew. Whew, this one is really getting me! I figured getting working tilemaps was the easy part :o)...
...@Willie, can you post your PNG and crashing TMX files somewhere for download so I can take a look at it?...
OK... I think I figured it out... In the Quexlor.m startApp method, I added in a call to load my fountain.plist, like so: [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"fountain.plist"]; I copied Experience in items.h to create: @interface Fountain : Item @end the...
Swapping the plist for an enemy instructions in the book is good but I'm working on something like stahlman where quexlor is swapped out. Things worked out well at first glance, but then I noticed that (whether using walk or run sprites) the standing animations end on a different direction. For e...

