HessamoddinS's Forum Posts

  • Your best bet would be checking the window size and adjusting the level of the pixellate effect accordingly.

    I tried it and it actually worked pretty well thank you

  • Hey

    So i noticed that the Pixellate pixel size doesn't change when the window size changes. I have sprites using that effect and when I change the windows size the effects would look pretty bad because the size of the pixels stays the same. Is there anyway I can change that so the size of the pixels change when the window size changes? (Is it possible to change it through the change of the plugin's code?)

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  • That would be great if you add Farsi/Persian

    I will be able to contribute and I know people who would gladly help.

    Edit: oh i just saw ashley's post about right to left implementation. I guess open it for now and mention it somewhere that you still cannot support right to left so the translators know beforehand. Im sure people would still contribute.

  • andreyin Oh so setting the Target Version to 15063 did NOT get accepted? That's weird.. but good to know.

    I set the target to the lowest possible to maximize the userbase, I assume C2 is not taking advantage of anything in the newer SDKs.

    Glad it worked!

    Im not sure but I think you should consider Edge browser and then choose your version. For example does everything in your game works well on Edge version X? If yes then choose version X

  • Ashley

  • Just a question, Are you using Box2D Raycast for Shadow Cast?

    Because I have seen a lot of examples from Box2D Raycast which tends to work perfect for shadow casting.

  • Create a new object each time, store any instance variables you may need, use it's timer, destroy the object when the timer expires. You can have as many unique timers as you want.

    If I want to do that then the amount of objects in the screen would be way too much (The object is Canvas) and it would affect the performance. I used setTimeout() with the execute Javascript action from Browser and it works perfectly. Thanks for the suggestions.

  • Look at the Timer behaviour.

    I have tried Timer but It doesn't work in this case. That picture I showed is part of the "branch" function ("branch" function is a recursive function) and if I want to use Timer then I have to bring all the function's local variables, and that timer is going to happen multiple times for each branch which would stop the previous timers as well as the variables I have to carry to Timer will change for a branch which the change wasn't meant to be

  • Do we have something like setTimeout() function?

    Because I can't use Wait for the Function plugin (in the manual says how it works with functions and in my case it's a problem and local variables doesn't work)

    Now is there a solution to this, because Its doesn't work:

  • You can change the texture using load from url.

    Otherwise, if you know the texture will be scaled up at run time every time, then scale the texture up before you import it into the editor.

    Note, unless the texture scales up well, and most textures don't, you may still have the same issue, unless you create a texture of the target scale.

    Also note, most, if not all textures scale down without quality loss.

    I tried what you are saying before but it doesn't work, no matter what the source texture is, it always scales up which results in losing quality.

  • Hi

    I'm Currently working on a game which I'm designing on 1080p, however in order to get good quality at higher resolutions as well, I'm making all my Sprites at 2x of what I use in the game. So for example I have an Sprite which is 100 x 50 but the source image is 200 x 100 so when the game runs at higher resolutions, the quality of sprites don't reduce.

    But I found out that I can't use the same practice for Tiled Backgrounds because you can't change the size of the source image in the editor or events.

    I want to know if there is any solution for this?

  • Oh yeah I forgot about that, well you can limit it with a variable then. Add global variable lets say its called temp set it to 0 on start, and add extra condition on the event temp == 0, then as soon as the trigger fires in the first action set temp to 1, so its only triggered once.

    Yeah I had this in my but it was conflicting with something else in the game, however I fixed the issue, thanks

  • If only the effect is a problem you can add another condition to the event trigger once when true and it will only spawn once.

    But this can get complicated for example if you have 3 buttons and 3 doors in a level, you will need to keep instance variable for each button with different value so you will know what button is pressed.

    collision is a trigger itself, trigger once doesn't work with it

  • Hi

    I'm using a solid object as a button to open a door in my game, button is solid and when the player collide with the button a door opens and an effect that I created would happen, however when the player collides with the button, the game detects multiple collisions with the button and creates multiple effects, but I only need one effect to be created when the player collides with the button. I made the button solid so the player can't go through it. Is there a solution to this issue?

  • the download link is dead, any chance for a new link?