Juryiel's Forum Posts

  • It was automated, I just don't like knowing that's how things are working Sprite works great!

  • Yeah that's what I've been doing, but I don't like the lack of elegance of this since they change width and I have to move them every time. If it's canvas specific then I'll just use a sprite, didn't know it was a canvas-related thing. I'll try sprite and see if it works. Thanks.

  • It's a canvas. I have a global object canvas with a Hotspot on the top left. Then I use Create Object by name to make a bunch of them, and when I set the positions of the created ones, it uses the center point instead of the hotspot.

  • So I'm doing a 'Create Object by Name" and it seems to be ignoring hotspots when I do that, and instead aligning positions in the center, even though the referenced object has a hotspot in the top left. Any way to get around this?

  • I would do something like:

    Tier 0: Free but nag screen and delays in features.

    Tier 1: Pay-what-you-like (with a suggested value, e.g. �29) to get features and remove nag-screen (but limit distribution to a scirra site though so that people have to actively consider it), and you have to go through some 'process' and actively type �0.0 for payment if you want it for free, with a note that reminds people that the software is hard work to make.

    For Tiers 0 and 1

    Cannot publish games unless they're freeware.

    Pay-what-you-want payments that are equal or greater than the commercial tiers (e.g. Tier 3, Tier 4 ) grant you that tier license automatically.

    Then various commercial tiers as you suggested, but with somewhat higher prices as a result of the above. Indies who are going to make a little money from their game won't have an issue paying �75. People who won't be making money probably in most cases would pirate the software and get all the features anyway. Maybe this way you can convince a few of them to pay you a little, while the people who would have paid before might drop the suggested price.

  • I should also say that my approach might actually discourage other free exporters that might act as competition for Scirra from being developed. Probably no one will bother to code and release an exporter just so that commercial games don't have to pay Scirra money if there already is one that is pay-what-you-want for non-commercial games.

  • I think if Construct 2 doesn't have at least ONE free exporter then it would need to be a lot more professional than C1 was to make any money. Not that C1 was bad, in fact it was by far the best free tool I found for making 2d games, but if I were going to pay for it I'd want to be a lot more sure that my gamemaking was serious, and if it were more serious I'd probably want a more serious tool with support.

    I think what would work better is if you make all the exporters only cost money if a game is commercial. In other words, if money is made by a game exported with said exporter (even if it is advertising money from a web-game) then the developers have to pay some license (and maybe have a few tiers of payments based on how commercial a game is). On the other hand, games that end up making no profit should have a pay-what-you-want scheme.

  • Is there a simple way I can get the RGB of a pixel at point (x,y) and set the RGB of that pixel?

  • So I found this reply in another one of the topics

    [quote:3t29jply]

    And that bug is because scripting is enabled, 700 objects created and no scripts being run.

    There are two ways to avoid that bug:

    1 If you aren't using python at all but uncheck "enable scripting"

    2 Just run a script every frame. It doesn't even have to do anything, a comment will work.

    I bet this is what's going on with my crash. Going to test it when I get home.

  • First, I have a layer that I turn on and when I hit a button. (e.g. an abilities menu). This also creates a bunch of containers (4 object in each). Every time I open this menu I destroy the containers (via destroying one of the objects, which should destroy the whole thing right?) and recreate them, in case stuff has changed (got new abilitiy etc.)

    If i open and close it 10 times it crashes eveyr time predictably. I can provide a cap if the answer isn't something already known but I feel like it probably is.

    Second, LayerName makes everything lower case. Since layer names can be used in other contexts without being all lowr case (e.g. creating objects on a layer) this can be confusing and perhaps should be changed so that LayerName(LayerNumber) does not return the name of the layer in all lower case.

  • Can I load and display an image from a file at runtime? I thought the Canvas object might do it but it doesn't seem to have an option to load an image from a file.

  • You can make one object for each TYPE of enemy, with PVs, and a name, then use the Create Object by name to make copies of it at run time for multiple enemies. I'm sure there's other ways to do it too without manually creating a bunch of objects.

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  • Brilliantly simple solution R0J0hound, thanks! Since this is in an invetory which sets timescale to 0 I'll need to be a bit careful about my specific implementation but this idea will work (or is timer unaffected by timescale? cant test now since I'm at work)

  • Hmm that seems like it could work. It has a downside of lacking a blinking cursor, any way to implement that? If not something easy to do, i couldalternatively put a border around to highlight it when in 'focus'.

    Thanks!

  • Another issue relating to the edit box is the system 'ding' sound it makes when hitting enter after inputting a value. Any way to turn that off? Any alternatives to using edit boxes for users to input inventory-related numbers (e.g. such as inputting a number for how many items from a stack of 30 items to pick up and place in a 'quick use' slot) ?