frozenpeas's Forum Posts

  • Thanks

  • When I import jpgs/pngs within sprites do I also need to import them to the project files as well.

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  • Not sure I'm tackling this the right way.

    I thought that loading in a jpeg when required would make it quicker than trying to load in 100 at the beginning.

    If I put the 100 images within animation frames would they all need to load before any could be used.

    Basically which would take up less resources

    1. Load from uri jpgs within files folder

    2. Add all images as animation frames within one sprite

  • Perhaps I need to add the jpgs as animation frames first as they are currently all separate files loading into the created object.

  • In my photo editor project the images sit alongside each other as per the top of this diagram.

    When you scale up the images (zoom) one obviously "underlaps" the other.

    Blue has dragging - red is pinned to Blue

    Dragging works fine until you get to the edge where there is no overlap. So basically, the images are draggable up to a point.

    I have so far overcome this by making the Blue image larger so that it totally overlaps the Red one and is therefore draggable across all it's surface.

    However, is there a better way to do this?

  • I have a for loop and calling "Load Image from URL" with loopindex("levelCount") & "-2.jpg" into a created object.

    All the images have been imported into the project as Files

    The loop works fine but for some reason only the last image is being pulled out and so all images are the same, whereas they should all be different.

    Current outcome:

    Loop first pass pulls 3-2.jpg

    Loop second pass pulls 3-2.jpg

    Loop third 3-2.jpg

    Expected outcome:

    Loop first pass should pull 1-2.jpg

    Loop second pass should pull 2-2.jpg

    Loop third 3-2.jpg

  • Ok I got it.

    What I did was:

    1. Removed calling the levels from an array as the levels were going to be numbered anyway. So I just created a global variable called "totalNumberlevels" and used a for loop to print each button

    2. Assign a global variable "levelSelected"

    3. Used on clicked get the UID instance of the button and passed this to the global variable "levelSelected"

    Works a treat.

    Onwards and up.....

  • I'm using an array to store levels and calling these out to a menu page using a foreach loop - all working fine so far.

    So how do I make these dynamically spawned sprites (which are within a foreach loop) into:

    A. Touch events

    B. How do I make them pass values to the next layout

  • Ah, I see now.

    Thanks very much for your help.

  • Is there a way to make the screen scroll (down or sideways) if the current layers content is outside the viewport size?

    I suppose a bit like a web browser.

    Basically, I have my levels inside an array and calling a foreach to print a button for each level. The levels may overlap the current viewport size.

  • Not a name for a game, just a question.

    If I use a font (e.g. Gill Sans MT) in my project and export it to Android, will the font be somehow embedded in the project?

  • Your answer did the trick.

    Thank you very much

  • Wicked

    Thanks for your help

  • Does this save load time at all?

    If I had say 50 functions but for one certain level 49 were not needed.

    Are functions somehow cached.

    Thanks

  • Basically, can I use a function in one event sheet that was created in another.

    Event Sheet 1 has function "Move Enemy"

    Event Sheet 2 call function "Move Enemy"

    Thanks