Grimmy's Forum Posts

  • For example I have a simple gradient graphic which fades gradually to transparent. Should this work? Currently it seems to import as a completely transparent image but I may be doing something else wrong.

    Cheers

  • I figured it out. I just give them instances variables , loop through the instances and only use Add Child on the ones that have the instance variables I want.

    Cheers

  • Using the new scene graph feature I am able to add objects as children by using 'Add Child'. However I have multiple instances of an object and I only want to add some of those instances as children.

    How can I do this?

    Cheers

  • Great. Thank You!

  • ..or am I limited to using standard web fonts?

    Cheers

  • On PC my text input is working perfectly, but on my very slow ANdroid device with the same code I get some issues. Namely:

    • A layer which should appear before the on focus only appears 'sometimes'.
    • When the layer does appear it has the text input on it but as I type the letters are typed in reverse?!?
    • Sometimes the native keyboard overlaps the game scene and other times it resizes the game scene

    Like I said this only happens on ANdroid. PC runs perfectly and there is no code specific for mobile device.

    The Android runs very slowly but as far as I was aware even if its running slow everything should still stay in sync.

    Does anyone have any ideas or suggestions?

    Thanks

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  • If we had the opportunity to set unlimited at specific points (such as an intense scene with heavy use of particles, a boss etc) and then switch it off again in the more sedate places (menus, normal gameplay) then we'd get the best of both worlds and we (the developers) would be responsible for any issues that might arise.

    As far as I see it, there are plenty of other ways we can break our own games with the tools Construct already provides and I think it's better for us (the developers) to decide what happens in our own games rather than you guys.

    Maybe if the unlimited mode had never been put there in the first place I wouldn't be saying this, but it sure is tempting to use (if we could) in certain situations. If we cant' really use it I don't really understand why it's there at all.

  • The current outline seems to be at a fixed width and actually is more like an inner bevel which encroaches on the existing text.

    Can I change the width and/or offset values somehow?

  • It's already spritefont but I don't want to manually paint the colour in as I want to change it in code(ideally).

    I really want the gradient to go from something like yellow to red but I cant use a blend mode because blend modes seem too slow for my target device.

    Never mind, if its not possible I guess I'll stick with a solid colour then.

  • I want to change the colour from the bottom of the text to the top. Some might call this a horizontal gradient even.:) Is this possible?

    Cheeers

  • Okay Thanks. That seems like a good solution!

  • I have a UI element that I want to keep bottom right of my screen but of course also I want to slide it on/off screen at times using the tween behaviour.

    It seems however that the tween and anchoring don't work well together: If anchoring is enabled the tween won't work (the object simply snaps into place) and if I disable/re-enable anchors after the tween there seems to be some jarring movement straight after the teen happens.

    Is there a special way to go about this?

    Thanks

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  • I want to run some code based on whether the user has clicked a button OR a function has occurred (in my case a swipe gesture function over a particular object).

    I can do it by creating a bunch of global variables but that's quite messy and thought there might be some neater solution. (a callback?)

  • The issue I have is that Android games made with other engines (even games made by myself) run MUCH faster on the low end device that I'm testing than my C3 app.

    I've optimized my app in every way possible, but if I even want to hit the dizzy heights of 30 fps I basically have to remove pretty much everything. What's more, is that my app is essentially a VERY simple one screen animation.

    The only part of my game that runs at 55fps is the menu screen because I have stripped out all animation and there is very little code.

    Oddly, it runs at at smooth 60fps on some slightly newer devices, but its unclear which devices exactly the engine has problems with.

    I CAN get it run fast if I set the frame rate mode to Unlimited, but I'm told that I shouldn't do that in a release build because of battery drain (and some other reasons?). I would probably prefer to set this mode for the older devices that run the engine very slow but I don't think there is a way to switch this mode at realtime :(