Geru's Forum Posts

  • Ok thanks for your explanation!

    Well probably because Nintendo has some quality requirements which take more time to develop and you simply can't afford to make it for free. (Until you're rich )

    I think they maybe check every game before putting it in their store.

  • Sounds cool and I would love to see many C2 games there

    I guess the owner can set his own price or even make his games free, right?

  • suntank

    Congrats to 33k!

    Does Nintendo have something like an AppStore where you can download Reven soon?

  • I have exactly the same problem.

    Setting Pixel rounding: On and Sampling: Point made it alot better but its still there...

    I even tried "Letterbox integer scale" but the small line still exists.

    Disable WebGL doesn't make any difference for me.

    I made a little example here https://www.dropbox.com/s/wzpr2tejg2zobpc/BackgroundBug.capx

    You can Pause/Play with Space.

    I'll noticed that those small lines are visible in the Layout-Editor too, depending on zoom position.

  • LittleStain Yes background would work but without animations.

    But "force own texture" is exactly what I was looking for!

    Thanks dude, works perfectly!!! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Yeah you're right, it would be possible with a huge amount of different images.

    You don't need to make new sprites, you just can make a healthbar sprite with 3 frames, set animationspeed to 0 and set the current frame to players health.

    But in my case this would need a huge amount of frames (like 100 or more for each color) to make it smooth looking. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Thanks guys for your reply, but the problem is tiledbackgrounds doesn't support animations. So I could use a static custom picture but no animations in there. Like you see in the example I'd like to use a "flow-effect".

    The solution with blend modes is also great but only supports one fill of the healthbar, because "destionation out" uses the background as destination and no other sprite or background.

    An option so resize a sprite like a tiledbackground would solve the problem, but the sprite object just allows to scaling picture at the moment :S

  • Hi

    I want to make a custom continuous growing healthbar where the fill is more then just one color.

    And as you can see in the example below the healthbar should get a second fill layer in another color if the first one is full.

    dl.dropboxusercontent.com/u/61284640/healthbar.capx

    Is there a way to resize a sprite, without stretching it?

    Like "cutting" some pixels from the top of the sprite.

    Or does anybody have another idea how you can make this?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/61284640/TimerFunctionBug.capx

    Steps to reproduce:

    1. Disable in the event sheet either "With Function" or "Without Function" group.

    Observed result:

    The option with a function does just destroy one bomb.

    The option without a function works fine (destroys all 3 bombs).

    Expected result:

    Destroying the bombs with or without a function should destroy all of them.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 x64 SP1

    Construct 2 version:

    r151

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  • Oh ok, I didn't know that but I thought that there's something more behind your Touch.Angle... <img src="smileys/smiley1.gif" border="0" align="middle" />

    But it might be useful to sometimes just have the whole touch angle as one "correct" value and so this will probably help some people.

  • Hi

    I used the Touch.AngleForID() expression and it doesn't generated useful values all the time, as described in the manual: <font color=blue>"A touch must be moving across the device screen for this expression to contain a useful value."</font>

    So I decided to build my own Touch.Angle expression and was amazed (thanks to the math.angle() expression) how easy it was.

    You just have to get the starting & ending Touchs X and Y and put it in math.angle() like this:

    angle(TouchStartX, TouchStartY, TouchEndX, TouchEndY) and you'll always get a correct and useful angle for your touch.

    And finally here's a little example (you can even use mouse to test):

    dl.dropboxusercontent.com/u/61284640/TouchAngle.capx

    Hope this helps somebody.

  • To be honest, I didn't test it.

    But that would mean "Clear local Storage" resets all the stored value of all applications using Webstorage?

    Or if you use a common key name like score or lvl it maybe resets the stored data from another game?

  • Hi,

    I'm looking for a way to use the same offline stored values (e.g. Webstorage / Local Values) for multiple games.

    Like if you want to make a free demo version with 3 Lvls and let the player continue at Lvl3 (and with all the collected items) in the full version of a game.

  • Haha Ashley you're right...

    Just stupid that I never thought about that easy solution <img src="smileys/smiley9.gif" border="0" align="middle" />

    Thanks for your help

  • Dear Scirra Team

    First of all, I love Construct 2 and almost all of your weekly updates.

    I noticed a small thing, that isn't necessary but would be great in some of the new releases.

    I'm talking about an option to easy detect which kind of object of a family is acutally taken (e.g. in a foreach-loop)

    Here's an example picture i made (I'm really sorry about the bad quality of this picture and the fact I had to edit it (with Paint <img src="smileys/smiley5.gif" border="0" align="middle" /> ) instead of making a printscreen in Construct 2 but thats my only option at the moment...)

    dropbox.com/s/bv6v459bt6ci6hv/lulz.png

    Maybe you think this change would be useless (and maybe you're right in this example picture) but imagine:

    You detect a collision between a shot and the Enemy Family and each of the containing objects (EnemyBig, EnemyExplode) have different ways to deal with it.

    E.g. EnemyBig gets smaller, EnemyExplode shoots bomb fragments in each direction etc.

    Imagine Shot is a family too and just some kind of shots would hurt specific kind of enemys.

    I know there are some workarounds for this problem, but I think it would make things easier.

    And here a small code example of what I mean (ActionScript 3.0)

    foreach(Enemys)

    {

    var EnemyBig:Enemys = Enemys as EnemyBig;

    var EnemyExplode:Enemys = Enemys as EnemyExplode;

    if(EnemyBig != null) { Enemys.Health = 3; }

    if(EnemyExplode != null) { Enemys.Damage = 2; }

    }

    I hope you unterstand what I mean and you will implement it in a future release.<img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks,

    Geru