gumshoe2029's Forum Posts

  • Set the object to global:Yes.

    Be aware though, that if you swap between two or more other layouts, it will move those objects to other layers (within the base layout) occasionally.

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  • They have a lot to worry about for C3, but I am sure that Ashley will put it on the list of features requested.

    Yea, those are the tags. The other bit is just an attribute that defines whether the tab is "open" when C2 is started (I believe).

    I believe that they need to remain in the folders exactly as they are in the original project.

    Basically, the idea is to replicate the setup of the original project in your base project, so folder structure relative to the root directory ( the unpacked capx) needs to remain the same.

    It is possible that I might have missed some bit of XML too, so scour the base project for references to Layouts and Event Sheets in those XML files.

  • Yea, I tried fiddling with the spaces, but it doesn't help, or rather, I should say it helps temporarily. When I go to resizing it to another scale, the lines return.

    I will definitely fiddle with this though, thanks

    After fiddling with your spriteFont generator, I noticed the output file names are exactly what she did, so apparently our artist used your generator to output the fonts used in my example above.

    I may end up just generating a whole bunch of them for various font sizes that we need and try to avoid the scaling part altogether.

  • It's a good solution, gumshoe2029, not practical, but works. Thanks! ^^

    How do I unpack an CAPX?

    PS.: I thought the current C2 had a native way to do this ... <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    You can use 7-zip: http://www.7-zip.org/download.html

    It is reasonably practical, just takes a little time and a lot of care.

    Note: Make sure you have backups of everything before you do this.

  • Something like this?

    http://thisissand.com/

    You can probably do this in Construct 2 using solid objects something like this:

    https://drive.google.com/file/d/0B-xiqK ... sp=sharing

    Your digger object will need to be a solid object too, and you will probably have to do lots of optimizations to make it run smoothly.

  • Every 1.0 seconds

    • - Add to "currency": 1

    Make sure you set "Pause on unfocus" to 'no' in the Configuration Settings subsection of the Project Properties.

  • I don't believe this is possible, at least not as you presently envision it. There are probably work-arounds, but I am still not 100% clear on what you are trying to do.

  • Yea, we may have to do that. It is just annoying, as we plan on programmatically generating and sizing thousands of these things, and I would die if I have to go back and redo all of this due to rogue lines popping up everywhere.

  • You could just unpack each of your capx. Copy and paste xml files and folders. Modify the caproj file of the main project (using Notepad, Wordpad, Notepad++, etc.) to include all of the extra layout and event sheets (under the <layout-folder expanded="1"> and <event-folder expanded="1"> tags).

    Like:

    <layout-folder expanded="1">
       <layout>New Layout 1.xml</layout>
    </layout-folder>
    <event-folder expanded="1">
       <event-sheet>New Event sheet 1.xml</event-sheet>
    </event-folder>[/code:2s73peh0]
    Then open up the caproj file and save it in Construct as a single file again.
  • Capx for the SpriteFont test:

    https://drive.google.com/file/d/0B-xiqK ... sp=sharing

  • This requires an image for explanation.

    The top line is using the: SpriteFont+ plugin

    The bottom line uses the raw Construct SpriteFont.

    Both use specific spacings for each character.

    The scales on the above fonts are:

    0.56

    0.51

    The lines are faint vertical lines roughly 1-2px in width that seem to randomly (depending on scale) scatter themselves within the SpriteFont. If I scale to 1, they go away, but I cannot afford to have everything as scale 1.

    I suppose we could go back and make the original spritesheet image smaller (allowing us to avoid scales < 1), but the SpriteFonts definitely do not work happily for scales smaller than 1.

    The original sprite font image (used for both) is here: http://s3.postimg.org/4p7i0qdap/Sprite_ ... _0_4_1.png

    These rogue lines are my primary reason for being hesitant about using the SpriteFont despite the significant performance losses that we are going to eat using thousands of Text objects.

  • They may have fixed that in recent versions, kind of like their almost-not-quite fix for global sprites. The global sprites remain now, but get shuffled around on the layers.

    I don't know, I've never seen the effect you are seeking.

  • You might try adding a "Cache-Control" response header to your server (if you have control of it).

    Cache-Control: no-cache, no-store, must-revalidate
    Pragma: no-cache
    Expires: 0[/code:27qy0qpg]
    
    [url=http://stackoverflow.com/questions/49547/making-sure-a-web-page-is-not-cached-across-all-browsers]http://stackoverflow.com/questions/4954 ... l-browsers[/url]
    
    This is kind of a hack solution, and you will pay the price of having to force your users to reload your entire client each time they play your game.
    
    I am not sure how to fix audio issues yet, we are still in the mid-level development phase for our game.
  • Does a white (or black screen) qualify as "garbage pixel data"?

  • Do you want this file on a server or on each user's computer? Because you cannot save files to user's hard-drives (for security reasons).

    PHP is a nice easy way to save files on a server though. Java works well too. You might even be able to use an AJAX file transmission kind of scheme too (something like a file upload).