damjancd's Forum Posts

  • Did you find a way to disable multitouch? I'm desperately looking for a very simple solution.

  • I'm using iOS btw. IF that was still relevant. And I'm really hoping that Ludei fixes things with the new update. I could release my game in a few days turbo mode :)

    I don't want to complain about you guys since you've really made 90% of my dreams come true. I used to struggle so much with Flash, and Construct 2 is truly a godsend in every respect. It's made with us as users in mind, and that is still a bit rare.

    But if iOS exports were more reliable, It would really affect how much I invest, effort and time and money, into further projects in Construct 2, and also how much I recommend it.

    I really hope Apple gets their sh*t together and enables webGL on iOS 7... but judging from latest builds, it's probably not happening.

  • I also have disappearing objects when I return to a certain area. It might be slow refresh object load rate and I'm going to try to optimize assets.

  • I have the same problems, and the game is almost ready for publishing. I was just waiting for the WebGL integration by CocoonJS

    I feel a bit frustrated by this and I will probably start working on a new game until Ludei fixes this with a patch or something. I really hope 2 months of work doesn't go down the drain.

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  • Since CocoonJS is launching their iOS webGL support any day now (waiting to pass AppStore approval), does that mean PER-layout resource loading will be automatically compatible?

  • I think this is discussed here, and a suggestion was made to make it more photoshop like, the handling of effects clipping masks etc.

    scirra.com/forum/apply-effect-to-only-certain-objects_topic56305_page1.html

  • It would be fantastic, it simplifies the matter, makes it familiar for people because of photoshop and it is quite easy.

    Maybe we could make another post as a suggestion using the same images or something similar?

  • Where does it exist? Any Links?

    thanks

  • Squiddster, did JohnnySix's example solve your problem?

  • UPDATE, for those that might come to this post needing the same thing I did.

    I made it work. Just named it spritesname.IID and it works every time. But it's important to note that the IID gets changed every time a sprite instance is destroyed. That's why It wasn't working before. Now I just set everything disabled, collisions etc, and invisibility on.

    So thanks, again :]

  • Just one instance of the sprite worked as it should. The others didn't, and just looped infinitely. But if I'm on the right track, I will drill down some more towards this direction.

    As always Ashley, thank you very very much.

  • I tried searching through the forums and have spent 5 hours on this problem, any help is very very appreciated.

    I have these multiple instances of bubbles, with their own instance variables. They work perfectly and disappear when I press them long enough, just as programmed.

    Sound wise I have a problem, and would like the play pause specific instances of the sound so pressing each bubble and ceasing pressing it at the right moment, will stop the sound at a specific place, and when I continue pressing it, it would continue where it left off. I have like 10 bubbles of this sort, and I need each one to start and stop relative to how much it has been pressed.

    I tried adding ""popsynth" & Turboboost.IID"" for the tag (where popsynth is the sound), inside the code for each bubble along with the instance variables so it plays a locally unique version of the sound, but that is probably not the way to go, especially since it doesn't work.

    TLDR: I am trying to play different specific instances of a single sound, and control the instances with play & pause separately. How could I do that successfully?

    Thank you very much.

  • This is like honey to my ears. A comfortable and pleasant honey. Which you actually eat via the ears or something.

    Thank you Ashley.

  • I didn't know how to phrase the question better, but I am developing a very aesthetic heavy game, with a sizable amount of WebGL fx, I'm naturally trying to keep it at a minimum. It's going to be published on the AppStore once either Ludei's CocoonJS or iOS 7 make WebGL on Apple mobiles possible.

    Long story shortish, I was optimizing effects, removing where I can, I started thinking if increasing the value for example Glass WebGL effect "Density" would have a major impact on the GPU/CPU? I want to know if I can play with very big values for WebGL parameters, especially on the glass WebGL fx. I set it up to 10000 right now and I'm getting exactly what I need visually. But the OCD fear is there, that it might be a tumor on the CPU/GPU and slow the game considerably.

    Could someone help out an obviously lost man find his path?

    I will find the most sublime ASCII cake if I get an answer.

    I'm new to Construct 2, but not programing and game dev, I'm loving it almost as much as some of my favorite vital organs.

    Thank you

  • This really fine tunes character control, something that really feels rigid in most platformers that lack such a thing. The player can't relate to the character in game, if he isn't in much control of him.