GamerGon's Forum Posts

  • First,

    in the spritefont every character has to have the same size in pixels and power of 2... so 64x64, 128x128, etc...

    About the size inside the game... scale/size is the only way. With fonts of 128x128 I think is enough... I've never needed larger characters than that.

    Scaling up a spritefont will have the same problems that scaling up a sprite.

  • ... and if they are evaluated secuentially, it doesn't mean that the actions inside of those conditions will be executed secuentially from condition 1 to 2... actions from the first condition can be executed after actions from the second condition. For example, condition 1 can have 50 actions and condition 2 can have 1 action... that 1 action sure will be executed before all the 50 actions from the condition 1.

  • You can make and animation of it and change to that animation when you hit it with the player's head.

  • Ashley please! any comments

  • >

    > > To you and me it's worthless, for beginners it shows what the condition is (an empty event/condition can confuse some)..

    > > Removing it makes no difference whatsoever..

    > >

    >

    > Agree, but it doesn't mean that they can't understand it

    >

    > About the position of the action... now that I think about it a little more LittleStain, I'm pretty sure that lines 12 & 13 are not necessary executed secuencially because they don't belong to the same action and they are at the same place from the condition hierarchically speaking. Am I right Ashley?

    > If this is right... placing the "Move 5 pixels..." in line 11 or 13 should be the same so it can cause the angle isn't know at right moment.

    >

    As I understand events are read and executed from top to bottom..

    Because I'd like the angle to be known before setting it, placing the event setting the angle above the one moving at that angle seems like a logical choice..

    If I put the action in event 11, the first tick the overlapping condition is true the action would take place using the old value of the instance variable..

    Now at the first tick the overlapping condition is true, first the new value is set (triggered once) and after that it is used in the second action..

    LittleStain I do understand the logic of what Bl4ckSh33p is trying to do... He has to know the angle before the action "Move 5 pixels...", that isn't in discussion.

    What I'm wondering if they are always executed secuentially by Construct 2.

    I had this doubt on one of my projects when some things triggered in a bad way, so I did a proof of concept and it seems that two subconditions at the same position hierarchically speaking below another condition are not necessary evaluated secuentially.

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  • To you and me it's worthless, for beginners it shows what the condition is (an empty event/condition can confuse some)..

    Removing it makes no difference whatsoever..

    Agree, but it doesn't mean that they can't understand it

    About the position of the action... now that I think about it a little more LittleStain, I'm pretty sure that lines 12 & 13 are not necessary executed secuencially because they don't belong to the same action and they are at the same place from the condition hierarchically speaking. Am I right Ashley?

    If this is right... placing the "Move 5 pixels..." in line 11 or 13 should be the same so it can cause the angle isn't know at right moment.

  • I didn't have quality problems on my projects because we usually create our own spritefonts with 128x128 characters

  • Ah...I understand now what do you mean by the database. I have to build it myself. To complicated for me. Thank you

    Sorry to read that, but yes... you have to build it yourself

  • Sprite Font Generator

    Wow! Cool, I didn't know that plugin.

    I'll try it in the next project even though in that plugin you can't adjust character by character and you can only do it globally.

    Thank you

  • > Just a thing:

    > - The "Every tickt" from line 13 is not necesary. The upper condition is an "every tick" condition, so if you use the action "Move 5 pixels..." without the "Every tick" but in the same line 13 or 11, it should work the same way. It's weird to use "Every tick" inside an "every tick" condition, it can produce non expected results.

    >

    Using an empty (sub)event is actually the same as every tick, so removing it would make no difference..

    If you put the action in line 11 it will not work as expected the first tick, because the angle is not set yet..

    That is what I tried to say... the "Every tick" inside is worthless.

    And you're right... only in the same line 13 without the "Every tick" should work the same way I added the 11 line without reading the action before line 13.

  • HiscoreRank is to use the Facebook score system, and it is very limited. The last time I wanted to use It, it only saved ONE variable value for every player, so if you have to save for example "number of plays", "global score", "level score", "number of lives", "number of tries for level", etc... you can't. You only can save in Facebook a number, usually called score.

    When I say "database", I mean getting a hosting with database... and programing... PHP. mySQL, etc. I think is too much to explain it here hahaha

  • Close? what aplication? the game?

    The Browser objects has "Close" https://www.scirra.com/manual/110/browser

  • With the official C2 Facebook plugin you can only do a global ranking (getting the data from your database).

  • You're right, the official C2 Facebook plugin doesn't have that. You'll need to use non officials.

    And yes, the user ID is from the logged user.

  • Yes you can, but you'll have to set your own database and use it with the AJAX plugin. Use Facebook plugins only to login, share, get friends list, etc. and database to maintain game and players data.

    About the picture is easy to obtain with the Facebook User ID (Facebook plugins gives you the ID): https://developers.facebook.com/docs/gr ... r/picture/ (again with AJAX plugin)