Blacksmith's Forum Posts

  • Sulli,

    As EncryptedCow & Hoyer pointed out, this is not normally the way iOS apps handle closing.

    If you find other situations where the "Browser -> close" option doesn't work for you. The "Browser" object also has an "Execute JavaScript" action. So you could use the "window.close();" command instead.

    Hope that helps :)

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  • sosensible,

    The Browser object has a close action if that helps!

  • Sounds very interesting, but in the meantime relax and enjoy your holiday ;)

  • Hi ffffff,

    Sprite font characters must be monospaced (each stored in an equal sized cell).

    blackhornet has created a fantastic tool to do this for you. It might help you to check it out (see here).

    Good luck.

  • Paradox, Erkberg,

    Just tried a simple test, but couldn't recreate the problem. So it seems this issue only shows up on larger projects, with more to save!

    In the project mentioned above, I was using WebStorage alongside the Save & Load option. At the time, I did wonder if the two may have conflicted in some way.

    I'll keep on looking for a solution, as I'd really like to make use of this very handy option, in my mobile projects.

  • Hi Len,

    You would probably get better performance by using animated sprites. Although this would depend largely upon the size of the sprites you want to animate, and how many frames each animation would need.

    Hope that helps.

  • Hi Erkberg,

    I recently tried to add C2's new 'Save & Load' system to my project, and the same thing happened.

    Everything ran well in the regular game. But I noticed a big loss of 10-15 fps when loading a saved game. This performance drop only seemed to happen on mobiles, but I never managed to worked out why. And eventually I had to remove the option from my project.

    Hopefully someone will be able to enlighten us both :)

  • Hi guannstar,

    You can set time scales for each object individually. So one way to achieve what you want would be to set every objects time scale to 0, except the sprite you want to animate.

    This could be quite time consuming if you have loads of sprites, but it will work!

  • Hey BurningWood,

    You need to place your c2license.txt in your documents folder. C2 will recognise this and update accordingly.

    Good luck.

  • blackhornet, these are really great additions to the generator, thank you.

    <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Hey giovannyarce,

    Cool example, it was very relaxing, in fact I think I'll take a little nap now ;)

    Nice music too, is it your own composition?

  • Thanks ArcadEd, this is great!

  • Hi ,

    There are lots of sprite font creation tools out there (just do a google search and you'll see what I mean).

    I've seen a few examples on the forum see here and also here.

    I hope that helps :)

  • Hey delgado,

    I tried it on my HTC Desire (running Android 4.1), and it worked okay for a while. After about 5 mins it crashed and exited to the home screen.

    I did notice a couple of things whilst playing though:

    1. The lower (light blue) sky tile displays a grid-line pattern over the top of it. This is something I've noticed on some of my projects as well. I've told Ludei about this, and they've said they will be fixing it soon.

    2. I noticed that some of your water sprites have small gaps between them. This is something else I've seen in my own projects. I was working on an infinite runner (using C2's Autorunner as a starting point). I was trying to produce a continuous floor / platform. I used bullet behaviour on my sprites, and spawned them one after another. But no matter what I tried, I would always get slight gaps between some of my sprites.

    Anyway, I hope my observations are of some help!

    Good luck with the game, so far it looks very good, and the idea of surviving after being ship wrecked is a very interesting one :)

  • Hi ry2009,

    From your description, I presume that your objects are all copies of the same thing!

    In which case you could add an instance variable to your object, and set its default to 0. In the system events select the 'Pick random instance' option. This will pick a random instance of any object you specify. Then add a second condition to the 'Pick random instance' event, so it will only pick an object if its instance var is = 0. Once your object has been picked, set its instance variable to 1.

    Hope that helps.