0plus1's Forum Posts

  • Is there any way to toggle retina on/off at runtime?

    thanks

  • Kyatric thanks! Didn't know that! Still there are times in which I would like to always start from a particular layout, it's obviously nothing extremely important but it would be a nice addition.

  • Joannesalfa and why is that? It would've been nice to know the reason why not..

    They are both very useful to speed up the process of game making, especially the layout testing one. I can't be the only one that got frustrated testing a game and having to constantly switch layout because you can' t just tell c2 to start from the "main" layout

  • Hi,

    Ashley, would it be possible to add these two options:

    1) Set collisions masks always to the bounding box? Or at least set them to default to the bounding box, there are not many case when you want sucha a complex mask.

    2) A way to lock preview to start ALWAYS from a certain layout, it becomes a chore to always have to remember to switch layout in order to test a portion of the game (vs only the layout you are working on).

    Thanks

  • sqiddster I never said it's not possible, simply that most people think that solitaire are easy games to do while in reality there is a good level of complexity, especially in some variations (like the mobile hit fairway solitaire for example). The reality is that c2 doesn't handle well those kind of games, and by that I mean that it doesn't have "automatic" behaviours like for platform games, so you'll have to delve a little into the code. That was my point.

    newt mind blown!

  • DravenX

    I actually made a solitarie game with Construct2 that I will TRY to finish when I release my current project.

    The real answer is that Construct2 is not the best tool for card games.

    Solitaire logis would be better handled with "real" code, writing array tables with c2 is a real pain.

    I suggest to write a custom plugin if you are serious about this that will handle your particular situation, I know I was doing one and no I will never release it because each solitaire game requires its own logic.

    Ideally you should "feed" all the card position to a class that will keep track of them and calculate the value and return true/false if the card you moving can be placed in a particular column.

  • Please stay with me because this will not be an easy question.

    I have X rows of 3 sprites (repeating each row in a different order). Those sprites are part of a family. I need to check that they are each in its right column.

    Family overlapping with boundary

    sprite1.x = 10

    sprite2.x = 20

    sprite3.x = 30

    You get points

    Destroy Family

    ----else

    You lose points

    Destroy Family

    All works, the problem is that the event fire 2 times before the row gets destroyed how can I avoid this?

    Thank you for any help

  • I ended up creating two global variables that gets populated with viewportBottom/top after an event on the main menu, because I needed it at the very beginning of the "game" layout.

  • Arima

    Ashley

    I may have stumbled onto a bug?

    After banging my head onto a wall I discovered that for some strange reason viewportbottom/top change value during execution, it looks like it needs to stabilize..

    If you execute it "on start" it returns a value, if you execute it "every tick" it gives a different value (the first is the same as onload) all the subsequent are the correct ones.

    Why?

  • Yes but you'll have to build it yourself with eclipse

  • Anyone?

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  • How you are building this, for what platform? The audio object in iOS phonegap doesn't work properly, needs a plugin

  • Joannesalfa

    I guess I'll take a second look, still those technologies doesn't convince me, they are too tied and restrictive, and last time I checked iAP where a different service, not the native ones.

    I'll take a look at it for the next game, meanwhile thanks, I was some month behind me thinks..

  • I reopen this topic asking or others for help.

    Taking your example how can I programmaticaly put an element on the bottom of the screen consistently across different ratios?

    Take this example:

    I want an element to be exactly his height from the bottom of screen (origin center), x is irrelevant:

    At the beginning I was doing this:

    (WindowHeight / scaleRatio) - (sprite.Height/2)

    Which worked on the normal ratio but started doing strange things with different ratios, it became apparent that that H would change with the ratio, so I did a proportion:

    (WindowHeight / scaleRatio) - ( ((sprite.Height* (WindowHeight / scaleRatio))/LayoutHeight) / 2 )

    But doesn't work, why?

    Here is a modified capx showcasing my problem: capx, how can I make the "start" button stick in the same position (bottom of screen - self.Height) across different resolutions?

    Thanks for any help

  • I tried thoroughly both solutions (for iOS), and in the end I decided to go with PhoneGap, as painful as it sounds.

    Sadly both appmobi and cocoonjs doesn't support vital features of iOS (GameCenter, iAds and iAP) which can make a real difference in sales. As far as my experience goes, both solutions are good for amateurish games, if you want to package something vaguely professional you need to have the whole DOM at your fingertips and access to native features. Not even considering that with both of them you'll be battling with missing features or not working plugins (like spritefonts which are pretty vital). Also cocoonjs and appmobi are closed source and services depending on external infrastructure that may not exists in the future.

    While both of them give a great performance boost they are not even remotely close to native performance which is a thing that has to be considered, if you want complete freedom you need to go native (or Stencyl).

    This will be the last game I'll do with construct2 for mobile, I'm sorry but the technology isn't there by a long shot. Win8 is great, desktop is great but mobile lacks too many features and neither of those solutions are enough to cover the technology hole, that until WebGL gets integrated into webviews.

    I say this because the time I lost testing those platform, optimizing the code I could've done a way better game with another engine, think about what you are doing really really carefully to avoid investing time and resources only to see an unplayable mess as a result.