edgaredgar's Forum Posts

  • 8 posts
  • Thank yout for reply, but are many objects, I needed something more practical.

  • Hi again!

    Thanks for your answer.

    You know the option we have inside the sprite editor in C2 that says "Guess polygon shape" and then he creates a collision polygon trying to adequate it to the shape of the picture? I'd like to know if there's a way to call this as an action in an event, more accurately as an action of the "On image URL loaded" event.

    A have a bank of images in the game which the user will only see as miniatures, and then he can choose which ones he would like to add to the scene, and then those will appear bigger and with better resolution. The problem is that the bank is very large, there's a ton of pictures, and so far I'm caught between 2 choices:

    1) Putting all of these pictures along with the project. That will cause it to be very heavy, and as the internet here is very poor in speed, it'll be bad for the people trying to play it and bad for our product as well.

    2) Loading only the images that the user chooses during runtime. But as the pictures will interact with each other I can't afford to have the collision set to the sprite bounding box, as the images have all sorts of different shapes. If I could apply the "Guess polygon shape" right after loading it, that would solve it because when I do it manually in C2 it ignores the transparency around the image quite well.

    Thank you for your time.

    Cheers!

  • Hello!

    I have the same problem. I need to know if there's a way to do this.

    Thank you.

  • Thanks man, I will keep trying.

  • No physic object... To flip a card, the action is only a touch event (on touched) which makes a 12-frame animation happen

    Thank you.

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  • Telles, thank you for your help!

    I have no problems with loops and the memory/cpu utilization is Normal (low). Any idea what else could it be? Some problem with the canvas or WebGL?

    Thank you again.

  • My game (a simple card game) has to work in mobile web browsers, and it is currently running at 7fps (in Chrome for Android, for example). The card has to play an animation when I click on it, and this animation is playing very slow for this reason, even if I set its speed to 60fps in Construct. Does anyone know what is going on or how to solve this problem?

    Thank You.

  • Hello everyone, how are you doing?

    I have the following problem which I couldn't find the solution.

    I need to publish a game in HTML5 and it contains a screen which has a TextBox in it. When I touch the screen (any mobile device) to write in the TextBox, the screen (which holds "Letterbox Scale" for the "Fullscreen in Browser" setting) resizes all the game becoming very tiny, because the Android keyboard pops up, leaving less space on the screen for the game.

    I need that when the focus is on the TextBox, it shows up zoomed in or, at least, there won't be any resizing, so that I can see what's being written. And that, of course, without having to publish one version of the game for each screen size available out there.

    Thank you very much!

  • 8 posts