Headbang Games's Forum Posts

  • Yes of course, once you save a file it doesn't really matter what you put in it, store xml, csv, or even export an array or a dictionary to a json string.

    You got all the tools you need to do it, some official some 3rd party.

  • >

    > http://headbangames.com/swipey

    >

    cool! have you done anything with player custom sprites or sprite sheets?

    I thought about maybe letting the player upload a custom sprite as one of the obstacles/pick-able bonus, but not sure I will, I did do it before though mostly for drawing apps.

    In Swipey I am taking a scale-to-fit screenshot of the layout for the level preview and sending it with the game when you post it, that sort of the same.

    My only advice is to use something like canvas or paster to show and store imported/runtime generated images, because firstly, you can have as many instances as you want, each with a different image (cached separately), if you use a sprite object you will need to add a bunch of empty frames up front and use different frames for different images, it would be better if you could add frames at runtime, but you can't

    Secondly canvas/paster is also better because you can redraw the image at a lower resolution and crop it if necessary before saving it, users don't really know what they're doing, they can import a 22 megapixel image, it might load up on the sprite ok, but getting this extremely large dataurl and storing it wouldn't be easy and would probably crash the user's browsers.

    If you need sprite sheeting for animations, I still recommend getting each frame with canvas/paster rescale it to a maximum reasonable size and then import each frame to a pre-made sprite objects with enough frames to cover your basics.

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  • Yes I do, currently steam control works mostly through steam big picture, you can use it outside of it, but it's more like a keyboard mapping to the buttons, rather than an actual gamepad, but it works, check out this thread:

    Other than that, it's a pretty good controller and I use it as a media controller too, it emulates mouse and has a virtual keyboard and it's pretty cool.

  • I've made a game with an online level creator, need some more tweaking, but works great.

    http://headbangames.com/swipey

  • Where is the like button when you really need it

  • My guess is the text object uses a different way of drawing the text, then what's on your example, try asking the team.

  • Sorry, then you can't, I did found a special character a while ago, that if I past it at the end of the text it sort of fix it to rtl (tried with hebrew) but it's not 100% perfect, try it, just add the following quotes and special character to the end of your text (note, the character is not visible, but it's there, just copy it as is)

    "?"

    Hope it helps.

  • rtl can only be achieved with a textbox, you can add a css action with key "dir" value "rtl", normal text can only be aligned.

  • Hi everyone,

    Here is a little side project I've been working on the past week, it's a multi platform game designed for tablets and desktop with an online level creator and a website on top of that for posting new levels.

    The basic idea is to have a very simple level creator where even a small children can make levels and share with their friends, get them into the business at an early age <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I am going live next week with the first 1.0 version of the site/game.

    I would love to hear your thoughts about the game/level editor and general experience.

    http://headbangames.com/swipey/

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  • Put everything you want to be masked out on the same layer, put the mask object on top, turn "Force on texture" ON, put everything else on a layer below it.

    here is an example

    http://www.headbangames.com/mask.capx

  • you can mask it out with another circle shaped sprite, or use something like the 3rd party canvas plugin to redraw it to a new image (not necessary if you don't actually need the user to download the image)

    For masking check out "Blend modes.capx" in your construct2\examples directory.

  • Check it against the boat's bounding box

    when you touch the boat, you can get boat.bboxleft (as your starting X point) and bboxright or width for the right edge, same goes with top to bottom.

    ex, for a 256 width boat with 4 equal 64px parts

    just do on touch/click

    ceil( (mouse/touch.X - boat.bboxleft ) / 64 )

    to get a 1 to 4 result

  • There are a few ways you can do that, firstly, all dom objects are built outside of the c2 canvas, so you can easily access them through the html, attach a css file to your index.html (after exporting) with all your settings (but this way you won't see the changes in preview).

    You can make a text string or store all the css into a dictionary/array (export to json) then import with ajax.

    You can build a function that will apply a preset of css to a selected object and reuse it whenever needed.

  • Of course, that's a pretty basic feature, you shouldn't have problems with it, my only advice is to use lowercase filename just in case (I had some issues with files not loading because of mismatched casing).

  • I had to do some nasty tricks, like delete a lot of animations or frames for the development process, then import them again when I needed to export, if you have a lot of audio file, that would be much easier to remove and add later, some new big features I would make in a separated capx and when it's finished I would marge it.

    Basically my conclusion was (this goes for mostly big projects), don't import a lot of asset before you got most of the code done, use mostly 1 frame to set up pose preview, animations names, collision, hot-spots and related code.

    An option to import animations from another object (with all settings) would have make this much easier to maintain, you could have a capx that holds the full object, then you can drop it as a new one and transfer all the animation, unfortunately there is no built in option for this, you can do it by manually editing the caproj file and replacing the object.