Fwumpy's Forum Posts

  • JRoberts

    Maybe add a "Wait" action for 0.5 seconds on start of layout before making the button active. This way the user sees the layout and realizes they are flipping through the layouts when they hold the button down.

  • Excellent! The platform behavior will be useful. I like the waterside example too. Thank you for sharing.

  • digitalsoapbox

    Little to nothing to do with bounding players to the viewport.

  • Joannak

    Visual quality is something I care about and scaling matters on high resolution devices. I should have mentioned that I'm not working 'on scale' because my game is intended for multiple screen sizes. My goal is to balance high quality visuals with a small file download size. I'm already pushing the limitations of the devices I'm testing on and I've had to cut certain things out because they create lag. Those things matter to me.

    I just need a simple answer. Basically, does an image the size of 150x50 take up the same amount of space as an image 256x256, or more to the point, does the Power of 2 still apply to current devices? Everything I've read about it is dated and technology changes. I'm just looking for a confirmation.

  • Since there is a bound to layout behavior, why not a bound to viewport behavior? it would help with making games for multiple screen sizes.

    That or what about a stretch canvas to viewport plugin? I have an HTML5 website editor and that's probably one of my favorite features.

  • Fimbul

    I appreciate the link, but my question has nothing to do with event optimization. I'm more concerned with image quality and overall file size at the moment. Thanks though.

  • I'm trying to understand the Power of 2. If I need a sprite to be at least 150x50, should I just make it 256x85 and scale it down in C2 to 150x50? Will there be any difference in load time or file size?

  • Hi

    I'm having trouble with my sprite buttons because they conflict with time scale. This is how I have the buttons set up:

    (Sprite buttons are stacked)

    Button Raised Up Sprite - set visible

    Button Pressed Down Sprite - set invisible

    On Button Raised Up touch - set Button Raised Up to invisible,

    set Button Pressed Down to visible, Wait 0.1 seconds, Go to the next layout.

    The buttons work so long at the time scale isn't 0, because otherwise it switches to the next layout before I can see the the button pressed down sprite. I'd like for the buttons to work even if the game is paused and time scale is 0. Is there a simple solutions to make this work or a better way of making buttons in C2?

    Thanks!

    Edit: If I can set only certain layers to 0 time scale, then I can just put the buttons on a different layer. I don't see where that is possible though.

  • I understand I can set the time scale for the entire layout or object, but can I set it for a layer or group?

  • BluePhaze

    Thanks! That's just what I needed to know.

    Thanks, I'll keep that in mind.

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  • I'm using web storage for my high scores and once I have a game in the appStore, I was wondering if updating my game will delete player's high scores? I'm worried about this because whenever you update an app in iTunes, the old version of the app gets placed in the computer's trash bin. I'd like to know if I need to take any precautions.

  • Ometheu

    Awesome! I'll try it tonight. Thank you.

  • When I exported my game to HTML5, I noticed C2 only made sprite sheets for the animations. Am I doing something wrong? I don't see the option to export all images into sprite sheets and I don't see a way to import my own sprite sheets that won't end up getting chopped up by C2.

  • irina

    Great! And thanks again for the ratio guide. I don't have an iPhone 5, but I feel I can see how may game might look at that screen size.

  • Is there a way to bound the player to the viewport?

    I'm adapting my game to play on several screen resolutions, so bounding the player to the layout won't work because the screen might be larger than the layout and I can't make the player solid because of the game mechanic.