andrewo's Forum Posts

  • Hi,

    Is it possible to have a single text object using different text formatting for certain words etc - eg different size or color for some words that are a part of the single text object?

    Trying to search around but havent found an answer..

  • OK - fixed it

    I *think* it was when I Changed - <meta name="apple-mobile-web-app-status-bar-style" content="white" /> in index.html

  • Tried looking in C2Runtime & changed the only Black in there to "white" still no dice.

    Any one?

  • Thanks for the post Grig - but if I am reading correctly that will just change the HTML pages background.

    I need to change the background of the actual canvas the game loads in

  • anyone? this is super important :F

  • Hi,

    I need to change the default loading screen background from black to white. The game needs to sit seamlessly into a white background website.

    Now before you say 'create a custom preloading layout' I've done that, but there is always a black screen that loads before the preloading layout.

    image here: dl.dropboxusercontent DOT com/u/3447537/preload DOT jpg

    (apologies but I cannot show the game content)

    It always shows the 'default' loading

    am I missing something here? Is there a way I can just change the default loader background color?

    Thanks

  • I had something hooked up to 'System -> Compare Time' & a set time I would play a warning trigger.

    Worked perfectly..

    I then created a preloader scene, with a button to load into my game scene.. this now has thrown out my 'System -> Compare Time' seemingly it now counts the time I take in the preload scene to hit the load button.

    Is there a way to reset system time?

  • so this effectively means we cannot run games in Android 4.4 chrome webview until updates?

  • just a bit more info..

    developer.chrome DOT com/multidevice/webview/overview#does_the_new_webview_have_feature_parity_with_chrome_for_android_

    the problems we face are that Construct 2 looks like it's generating code which will work in the chrome browser but not in an embedded WebView.

    For example I'm guessing Construct 2 is using WebAudio to play the music, which is why I hear it in Chrome but not in the app since WebAudio is one of the features not currently supported in WebView.

    anyone experienced something similar?

  • Hi All,

    Have posted a thread here...

    stackoverflow DOT com/questions/23932708/loading-html5-js-into-webview-fails-on-nexus7-running-kitkat-but-ok-on-phone-ru

    but basically, we have loaded a WebView into a native Android app loading our Construct2 created game URL.

    This works fine on an older device running Gingerbread , but fails to load on a Nexus7 running Kitkat.

    This also works fine on iOS devices as well (native iOS app, loading game in a webview)

    Has anyone else experienced this?

    Anything I might be doing wrong in the exporting process?

  • This is an awesome plugin. Was there any progression on getting speed working?

    I tried mucking with runtime.js and here we have...

    var segNum = Math.floor(t * numSegments);

    var microT = (t - segNum/numSegments) * numSegments;

    This is handling the time (thus speed) of the movement.

    If I continue to add points, it goes REALLY fast. Not what I need. I need to either go by controlled speed thats constant throughout all nodes, regardless of how many nodes there are (which should be the easiest to do) or control time between each node (harder to do).

    But if I change anything in these numbers, the plugin acts very abnormalAnthonyB282013-12-17 06:41:24

    Following up on this.. has anyone had any luck with implementing speed options?

    At the min. is anyone able to point out where I can adjust the overall speed (things are moving too slowly for me atm).

  • perfect - thankyou!

  • Hi All,

    I am using Bullet to send objects down to the bottom of the screen on touch. (I had previously used physics to do this and worked great but seemed overkill and there was potential for unwanted interaction between objects).

    I may be using the wrong action, but to change the default movement of left-right, I am using 'set bullet angle of motion to 90 degrees' which sends it downwards.

    HOWEVER it rotates the whole object 90 degrees & offsets it weirdly... (see my dodgy ms paint diagram )

    A = Default state

    B = When touched & bullet stuff in action

    s3.postimg.org/wgh609mk3/bullet.jpg

    Is this the correct way to do what I am after? Anyway to stop the rotation of the object?

    Thanks

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  • Just do if (touching falling sprite) +0.. since you only want to subtract one, you're already subtracting one from the background. If you want to add 1 point for touching something else, go +2 to that object. I guess just offset everything by -1.

    Yeah I ended up not doing -1 on hitting the Object A, works as intended now although prob not the best implementation

  • Would adding an is not touching objectA condition to the on touched objectB event work?

    Would I do that by using the 'invert' is touching sprite?

    if so it doesnt :(