dos88's Forum Posts

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  • This is exactly what I was looking for thanks man this is great!

  • 32x32 ? or 16x16 ?

  • Set CSS style "cursor" to "none" will remove the system cursor when it is over the text box. To remove the scroll bar, set "Type" to "Text" in the c2 object properties.

    Thanks for the reply, the "setCSS" worked for my cursor other than the textbox is still above the cursor which is strange since the I have the mouse on a layer above the Textbox, but for the scrollbar I have to have it set to "TextArea" for my chat to even function, is there any other way ?

    Edit : Nevermind, I figured it out by using "SET CSS - overflow-y" with "hidden"

    for anyone that might have the same issue.

  • So working on a small chat box and I cannot for the life of my figure out how to hide the mouse when over a text box, since I use a custom cursor it looks really ... Well odd.. it's the same for the scroll bar.

    I have been working on trying to find a way to simply remove the scroll bar and to not display the regular mouse cursor when over a textbox but it might be beyond me lol, any help would be greatly appreciated :3

  • Been trying for a good while now to get multiplayer movement working using 16x16 grid movement with no luck, could anyone throw me a helping hand :3 I keep reading the real time multiplayer documentation over and over but no matter what I try to apply I just can't get it working. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    https://dl.dropboxusercontent.com/u/690 ... -TEST.capx

  • I am trying to detect the users browser and send them to the correct layout depending on which browser they are actually using I.E If user is viewing on Firefox > goto layout Firefox or Chrome > goto layout Chrome

    I'm doing this because for some reason the sprites & text object I have on screen get junky when viewing on firefox..

  • So why not put it in a browser where there's zero overhead? NW.js is designed for large desktop games.

    Well I understand that C2 is design for large desktop games but I guess it just goes over my head when I see nearly nothing in the project than on export seeing 101MBs lol..

    Also I wanted to export as a small desktop application, mainly because text objects seem to look better when I am not forced to use any of that fullscreen scaling crud..

    oosyrag Well I meant it was worthless in the context of creating small desktop applications, but you guys are telling me that there is basically no way to do that with C2, which is fine.

  • Fixed.

  • NW.js bundles the Chromium browser engine, which is how it works, but it adds quite a lot to the download size.

    If you have a small project which you're not selling, you can just export it with HTML5 and run it in the browser where it has zero overhead. If it's a big substantial game for the likes of Steam, even 100mb is a tiny size by the standards of PC gaming. GTA V is 65GB!

    It's a simple stat calculator with 88 events and 3 small images o.o

    It's not a game by any means I just can't really see how 3 Images with 88 events = 101MB :/

  • So I have a small program here that uses a total of 7.2 MB "Only has 3 small images" & the Approximate download size according to C2 is 850 kb with 88 Events, yet when I export my project using the latest version of C2 + NWJS the non-compressed file size is 101 MB.. Even compressed into a .rar file 32 MB is far too much for what my little program is.

    Is this a bug ? or is exporting with NWJS completely useless with C2 ?

  • Hello, I am trying to have a dropdown list that adds +2 points when an item is clicked, than displayed in a text output box, now I have that done kinda.. But I can't seem to get it so that it will subtract those 2 added points correctly when changing items, since each item gives a different point to the text output box. I have tried so many ways to get this work..

    I am using the stat point generator as a base template.

    Here is the capx, any help would be greatly appreciated!

    Under weapon damage buff is what I have for it at the moment, but don't really know how to proceed

    https://dl.dropboxusercontent.com/u/690 ... tCalc.capx

  • Such eye-candy xD i'm looking forward to trying this out.

    That water compliments everything

  • I'm certain the problem is with "On touch". This is a trigger event, which occurs only once you touch it. Try "Touch|Is in touch" or "Touch|Is touching object".

    Well I tried the "In Touch" and that works how I need it to, except that I am using a sprite, and when I set it to "Is Touching Object" the sprite that should be running only moves a bare inch when touching the object, it does not even seem to recognize that I am holding down over the object.

    EDIT: Oh goodness.. haha I figured it out.. Thanks for the help man It was so obvious I can't believe I missed it.. Maybe too much coffee..

  • So I have already created my events using the keyboard for testing really, now I am trying to apply touch to these controls by using the "simulate left,right up etc" action but when I do my sprite only moves like a mili-inch lol.

    A better example would be.

    On Touch > Collision DPAD_RIGHT > Simulate platformer RIGHT.

    Now when I do this the sprite barely moves an inch even though it works perfectly with the right arrow key.

    I am not sure what I am doing wrong is there anything that needs to be added to touch commands or ?

    Or a better question, how do I set it so that when the player is holding touch over an object to make it act like I am holding down the "Right" arrow key?

    The really strange thing is that it works perfectly for jump.. Just not for Left & Right