corlenbelspar's Forum Posts

  • Oh I see. Thanks for the link and info.

  • Something is wrong with my game in NWjs export. It uses the IDR_X006_HTML_DOC icon group instead of the MAINICON group for its icons, and none of the icons I actually added have only 1 color. Is there a way to make the exporting to NWjs stop doing this? Using the icon replacer EXE changes the MAINICON group as it should, but it's just like this.

  • I tried just doing one from scratch. So far it works pretty well aside from repeated keystrokes and highlighting text not working yet, but I can get them to work. Backspace and delete work, I think I just forgot to show them.

    I guess when I get done I can upload a tutorial for it.

    https://drive.google.com/open?id=1YBO28If3sOb7mBSoqzJOI8zmKvqXeTx-&usp=drive_fs

  • I think Hypnospace Outlaw did it this way and it was made with Construct. So it had all the drawbacks you listed.

    The best results I got so far was having a text input object always set to focus when active and hidden, then change a spritefont to its text on a text change, but it's still not ideal because you can do everything, except the cursor being visible or being able to place a sprite for it anywhere in the faked text entry. Otherwise, copy and paste and everything works. But you can't change the sprite cursor based on input like left and right keys, because the keyboard object can't detect input while a text entry is focused.

  • Like I would prefer to use one of my game's spritefonts for the text entry object instead of actual fonts.

    Or is there an alternative way to do a text entry without using the object?

  • webm is one of the worst audio formats I've ever had to use. It's been years and still almost no audio software can even recognize it.

    The only exception I know of is Goldwave, and it can only open the file, but not save it.

    Tagged:

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  • I tried using the preserveAspectRatio="none" property, but it just makes the image really wonky in shape and doesn't change how it resizes.

    I also tried an HTML element, but I need to use things like opacity and rotation that it doesn't support.

  • Ah thanks, that makes a lot of sense and helps a lot with planning out how to use them. I remembered something being said a long time ago about why HTML elements always appeared over objects (like sprites) and thought it might take some kind of overhead like own texture but different to make it work.

  • I'm sure there's some kind of drawback to changing a layer to an HTML layer, or else it wouldn't be something off by default. I can't seem to find info on it.

  • So did this bug just affect gravity? If so then it's a simple fix if you do some minor caculations and testing and it's only a good thing that you made the change.

  • They use up a significant portion of my game's load under max settings, which I expect no matter what I do to optimize it, but maybe there's some stuff I don't know about.

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  • I think I solved it with this information by adding sound file names to a list when they play which sort of lends more to what I was trying to do anyway. Thanks everyone.

  • Yeah I've used expressions like "attack" & str(round(random(10)) for example.

    Is there a way to randomly pick a key from a dictionary without using for each key?

  • Is there a way to get a list of all files the game uses. Like a list of the sounds, for example, so I could then pick one at random for the game to play.