Aphrodite's Forum Posts

  • The easiest way would be using the platforming behaviour on those ennemies, and control their jump depending on the fact there is no ground in front of them (using for exemple the overllaping at offest behavior, just an idea, not the only one nor best one), if they bump of a wall, make them go to the other direction, and sometimes, make them stop in place, then jump, and reitering the movement when they it land.

  • The steam API as far as I know is an option, not a requirement, and I know there are already C2 games on steam, however I do not know if any of them uses steam particular functionnalities

  • Oh i see you have to say "Object".Platform.VectorY or VectorX

    Yup, this is the correct syntax, also when you can enter an expression, I think C2 has a pop up (f4 can make it appear and disseapear), that basiccalye let you select the avaliable expressions for each object (you select the object, then the expression)

  • All fonts availiable in C2 are the ones on your computer, not ones that every device has

    I think the tutorial you said is the wqy to go, that or using spritefont

  • You could set a string variable to "" (for ease I ll call it Textvar), do a repeat loop (you repeat ConfigArray.height times), inside it you have :

    Set Textvar to : textvar & ConfigArray.At(0, loopindex) & " : " ConfigArray.At(1, loopindex) & newline

    Hope that helps, I don t have C2 rit now so I cannot test

  • Best....name ever x3

    But the game is fun, even though I was having a little of trouble with my touchscreen

  • Bl4ckSh33p

    just a quicky to add that it seems than adding a sprite (we will name it "texture") between (z-order wise) the mask and the top_health, and giving him the "Source atop" blend mode will apply the texture to the bar, as images speaks more than words:

    texture:

    Result:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I did not saw that in the manual, it just said about the disabling collisions, and never heard of it before.

  • Well, I´m not a native, so excuse my missunderstanding.

    Just to be sure:

    I make a game with 800x480 (16:9 style) and insert assets that are big enough for 1280x720, righto?

    So it will scale up properly on a fullscreen version?

    If the Fullscreen scaling is set to high quality (which is by default), yes

  • Bl4ckSh33p

    here is the capx (just change the opacity of the mask to 50 to clearly see what is going on, but don't forget to set it back to 100 after <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> ):

    https://dl.dropboxusercontent.com/u/100 ... ndbar.capx

    a quick picture:

    and the working version exported:

    https://dl.dropboxusercontent.com/u/100 ... index.html

    Hope that helps ^^, it is not performance heavy and seems to get the job done just fine

    EDIT: the index . html has an annoying seams, it is because I've used multiple frames to do the half-circly bars (for the blue and green exemples), and so the spritesheeting caused that, it wont happen in the capx I gave since only one frame is used, but it is something to keep in mind if that becomes a problem

    Edit 2: you can set the hud layer blend mode to normal AND the force own texture to on to achieve the same effect, it will correct display issues in canvas2d renderer

  • I managed to do something like this earlier this morning by using 4 objects and 2 layers (to be exact one of them is an hud layer which is transparent that should be on top of the others, it is using XOR blend mode):

    Basically there is 2 half circles red, and one halfcircle with the blend mode destination out (which basically erase what is under it on the same layer i ll call it the mask), the trick is to rotate the half circles to fill the circle, and make one of it go on top of the mask when needed, I cantry to make a capx with that if needed

  • I was saying that designing a game with a window size of 800x600 or 1600x1200 would not have an impact on quality, if you know in advance that a publisher cannot accept more than a width of 800, design your game with that window size parameters, and if it is too late, just set it back to that, and zoom out (I hope I am explainingit well)

  • Instead of using lerp like that, use it the intended way:

    Lerp(min_scale, max_scale, percentage/100)

    Where min scale is the minimal scale, max scale is the max scale, and you make percentage varies from 0 to 100 to vary from min scale to max scale. (For exemple when you are zooming in, set percentage to clamp(percentage+100*dt, 0, 100) will zoom from min to max in 1 second)

  • Any one have any thoughts on the subject?

    First thoughts are perhaps Amazon via the Iap object.

    Pros:

    Its Amazon, they'll sell anything.

    One click purchase. lol

    Cons:

    Might only be for Android perhaps?

    On the other hand Node-Webkit is a much better platform for downloadable content....hmmm

    The thing is on android, you'll manly be using google play services I think, but with the node webkit export, there is not a main store keeping everything at bay, it could be steam for someone, amazon for another, even you own website, I think the iAP plugin only works on platform specifics, and even then it is a pretty weird thing to have an all in one plugin, hard to maintain, but that is an interesting question.

  • I think the limitation is 4 Layers per layout, not 4 layouts, that can make a big difference