basti's Forum Posts

  • As for your second question: even if you would get the C2 application running on your tablet I doubt it would be useful for developing. There's just so much in the C2 user interface that isn't designed with a touch screen in mind.

  • Screenr.com?

  • I also would recommend what newt said: use families instead!

    And if you need to distinguish different instances you can easily use family variables (the condition "Family.Value = 'AI_type1'" can easily be copied between events).

  • Thank you for your comments!

    I am planning to add a score system, and also some new gameplay elements to make the game more interesting and last longer.

  • I am happy to finally launch the first official beta version of my new game:

    <font size="3">Arithmos - an educational puzzle game</font>

    I work as a math and computer science teacher, and the game is mainly designed for children aged 10-16. The purpose of the game is to train problem solving, logical thinking and simple arithmetics in a fun and new way.

    The game is meant to be played on touch screen devices, and I will launch an iOS and an Android version soon. The browser version is best experienced using a web browser supporting WebGL shaders (such as Google Chrome).

    How to play

    The goal of the game is simple: destroy all the bubbles.

    Two identical bubbles containing numbers are destroyed by clicking them. There are also bubbles containing operators (+, - and *), and by clicking a number, followed by an operator and another number the bubbles are combined into a new bubble with the result of the operation.

    The game is sill in a beta stage, and I will probably add Facebook integration and a score counting system. The difficulty of the game increases over time, but the levels aren't fully calibrated yet. I will also add support for more languages.

    Try it out and let me know what you think!

  • You can set the fullscreen mode setting to 'Integer scale', which scales up the game with a factor of 1x, 2x, 3x, ... (depending of the window size).

    This won't force the game to 2x the scale which you asked for, but it's at least something in the right direction.

    You could also try setting the scale rate of the layout to 2, and see if this works the way you want.

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  • I have tried different methods to make this work the way I want, but still no luck... does anyone know how this can be done? Or if it's even possible..?

  • I have a draggable object in my game, and the object has the behavior 'Bound to layout' making it stay on screen when dragging over the edges.

    I want my game to support multiple screen sizes and portable devices, so I've set the background layer to parallax(0,0) and added the anchor behavior (so that the background stretches over the whole screen when fullsized in scale mode). I also have some HUD buttons in each corner, anchored so that they stay in the corners when resizing/scaling.

    However, the layout itself isn't stretched over the screen, so the draggable object is still bounded the the small layout (see image below, the blue area).

    <img src="https://dl.dropbox.com/s/zx6i1z671kwn856/scalescreen.png" border="0" />

    The red draggable object is bound to the blue area, but I would like it to be draggable over the whole screen (blue+green) but still be bounded by the edges.

    I've tried adding solid edges manually, but then the draggable object would 'jump' over the edges when moving the mouse outside the edges, making the object disappear outside the screen.

    What is the best way to make the draggable object bound to the screen? Something that works when the game is scaled.

    Thank you!

  • roland: yes, webstorage lets you do exactly that.

  • RACR2:

    Try something like

    Cursor.X < Ball.X

    -- Go right

    Else

    -- Go left

  • Ashley:

    In which way are the objects renamed on export? Is there some kind of pattern used? Are the same objects always renamed the same way on export?

    The reason why I'm asking is that I've created a level editor that saves the sprites using the SpriteBank-plugin. The plugin uses sprite names to reference to the sprites when saving, and if the naming changes when you re-export the project (for updates, for instance) it will mess up previous level saved.

    This is not a problem you should worry about - I can replace the names in the save file manually myself, but it would make my life easier if you could tell me how the renaming system works.

    Thanks!

  • The problem is that you're creating an endless loop. The game never gets past the While-statement, so it'll hang there forever.

    It's important that you always have some actions to get out of the loop, and that you understand when you should use a while loop and when you shouldn't. If you for instance remove the While condition in your example the game will work, and the text will still be set to 'Yaaay' every tick.

  • aridale: Making the layer invisible does not automatically make the object property 'Visible' to false (it was made like this in a previous release, if I remember correctly). And I think it should also be this way, since you can check whether the layer is visible using 'Layer Object.LayerNumber is visible'.

    EDIT:

    ramones: Thank you for the clarification, I understand the problem now :) So this is not a bug, it's just how it works when you have several picked objects from the trigger event.

  • Kyatric: it's not only text objects, it's the same unexpected behavior for sprites as well.

  • I have this menu made of several instances of the same text object. The menu is made up of different layers, and each layer is a separate view of the menu (the different layers are set to visible/invisible when navigating).

    The text object has an instance variable GoToLayer containing the number of the layout to go.

    When clicking a text object, it checks if the text object's layer is visible, and if so it sets the new layer visible.

    The event sheet looks like this:

    <img src="https://dl.dropbox.com/s/4vbj6rjhvymks1x/menuexample.png" border="0">

    Everything works well if the text instances are not placed on top of each other in the different layers!

    But the menu doesn't work when the text instances overlap each other, probably because the second condition fails for the instance of the invisible text..?

    So what is the easiest way to make this work (using events)?

    I've included a CAPX here. You can test to run the example as is, and then try moving one of the texts so that they don't overlap.

    Maybe there's a bug in the trigger, when several triggers are triggered?