BigFrank's Forum Posts

  • OK, I'll try that now, thanks!

    Edit: done that and it works a treat! Thank you!!

  • Thanks for the Screenfly tip - that's dead useful

  • In the comments section of this tut Kyatric posted a really simple "switch to layout" capx using an instance variable which works a treat.

    As you can see, you set a static variable "PageToGo" per instance as follows:

    Simple, easy to understand and effective. Great for simple page-turning buttons

    What I want to achieve is a little more complicated, that is, to have a single Layout which serves as a bridge been any two layouts. When a layout has been completed it automatically moves on to the "bridge" layout which stops until you press "go to next level".

    So... on this "bridge Layout", how do I set "PageToGo" as a dynamic variable based on the last layout completed? I know it must be possible, but it's the syntax that escapes me. As I understand it:

    • the instance variable shown in the clip above doesn't accept expressions
    • I can't use "Go to next/previous layout" because that will always be the layout after/before the "bridge" layout

    Many thanks in advance for your help!

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  • That's very useful, thank you

    But... you can CLONE an object but you can only DUPLICATE a layout? How then would you use one layout as a template for a new one? Or have I once again missed the point?

    Many thanks in advance

  • Right now I have to go in and manually replace every instance of an object I have placed, which gets difficult depending on how many are placed and how many layouts the object is present in.

    This is kind of crazy, because I'm facing exactly the opposite problem. I want to change an object in one layout but because it was created when the layout was copied from an earlier layout, changing this object (in this case a background image) changes it in the original layout as well, so ruining the original layout!!

    How can I prevent this unwanted behaviour. Is there something I should tick/untick in a preferences dialog that I have missed?

  • OK, a bit of a dramatic post title but here's the thing. I have completed layout 1(called Level1) and duplicated it to use as a template for layout 2 (called level 2). The Objects box clearly states "All 'level 2' objects" but when I edit an image in the Objects box for level 2 it also edits the corresponding image in level 1. Worse, if you delete an object in the level 2 Objects window, it deletes the original in level 1. So, can somebody tell me how I can duplicate a layout and edit the objects in there so that they ONLY change in the layout I am editing them in?

    Because if I have to add a whole bunch of new objects and cannot remove any of the existing ones that they are designed to replace, what is the point of duplicating a layout? You're only creating an ever-increasing list of objects that have no value in the current layout but that you can't remove. How do you remove the symbolic link to the original object in layout 1?

    Any guidance gratefully appreciated...

  • I really thought that Construct 2 would contain a global "mute audio" action. I was stunned to discover that it contains a plethora of audio actions but not a simple global "Mute/Unmute All". I struggled with this until I found Cipriux 's example above:

    You can try changing the master volume or by tag. Instead of using dB I use this formula

    I'm used to seeing code but missing hidden stuff out because a capx is worth a thousand images, so I really thought your solution was too good to be true. But, hey ho, it really is as simple as that! Just a variable and 2 lines of code! I had been struggling with this for hours so Cipriux thank you SO much!

    I couldn't get any of the other proposed solutions on this page to do what I wanted but Cipriux nailed it

  • Thanks for the answers guys.

    I obviously want my game to look good on tablets and computers. Is there an emulator available that I can use to test the output on smaller displays? Are emulators even reliable guides?

    In the old days of the web we had to worry about increases in monitor sizes and screen resolutions. 20 years later and nothing's changed. What a nightmare.

  • > Does running the game in debug mode not give you any clues at all?

    >

    not that I can see. there should be no problem not much is going on

    I don't want to state the obvious, but there's clearly a lot going on.

    I'm new to Construct 2 but not to debugging. If you can't attach a capx, disable sections of your code and run in debug mode until you find yourself with a vastly reduced processor speed and you will find your culprit. I've a little game running and it's showing me 21 objects - 50 FPS - 12% CPU (Intel Core i3 laptop) - 37.4mb images. Occasionally it rises to 26%. I think that if you're hitting 60%-80% then you've got a lot going on. You just don't see it

  • given Firefox for Android does not have the same latency, it must be Chrome and not Android or C2.

    Sadly Firefox Mobile is a dead duck. They're officially putting it to bed

  • Does running the game in debug mode not give you any clues at all?

  • 1. ... this left the new one empty and I forgot to delete it. It is simply that, an empty event with no value or function and should have been deleted. I didn't do it that way for any specific reason though either way is fine to add extra conditions to events.

    Now I understand! Thanks

    2. I usually use a large sprite I call "Destroyer" just off screen and use an on overlap with destroyer.. destroy and set all objects leaving the screen into a family that it destroys. Keeps me from having to condition each to destroy off screen.

    What a brilliant idea - I wouldn't have thought of that. Thinking out of the box

    Lastly, I threw this code together quickly without even worrying about flow...

    Your little capx did more for me than reading a ton of tutorials. However "rough" it was, I learned loads from it so thank you very much!

  • Hello,

    Sorry to ask what is probably a stupid question. I'm not knowledgeable about phones at all, you see.

    If, based on the optimal dimensions in the answer above, I create a game with a windows size 1280 * 720, how will that display on a medium grade quality (854 * 480) phone? Will it resize to the screen or will the game scroll off the phone's screen? Should I create three versions of my game to cover all eventualities?

    Many thanks in advance

  • Nimtrix Just checked out that water demo (thank god for dropbox ) and I think it's brilliant. This post is past its sell-by date and we're now on r221 - is there a more efficient way to achieve this effect?

    If there isn't, I don't care - your method is, frankly, brilliant

  • I saw your IAP screenie and I found it very helpful, thank you.