kimaruta's Forum Posts

  • 10 posts
  • > You could use sprite mesh distort to do that. You just change the texture coordinates to display a different sub-image.

    >

    > Here it's using a spritesheet with a grid of 13x6 sub-images.

    > dropbox.com/s/dog9plqg9vicvk5/card_spritesheet.c3p

    > Toggle the set mesh point actions to disable the rotation.

    I think you could do that with Tiled Background's image offset.

    Aside from the card flip thing.

    Thank newt R0J0hound for you idea.

    I also think about it, but with both of your way, I have to re-code my all game (we have about 14 Type Card Game already finished, just make some optimize for loading and add Theme and Card Set), And in Game, I have some tween about Width and Height of the Card to make some special effect, so I cann't use Tile in this case (Width and Height change).

  • Behaviors are not designed to be able to draw anything. So you shouldn't use a behavior for anything like this.

    I don't see why you need any special handling for this though. Why not just import all 52 images as frames of a sprite? Your project will still have the same amount of image data in it either way, so you're not actually saving anything by putting images in project files.

    Dear Mr Ashley, We have more than 100 card set, each card set will have 52 card image. So 100 card set will be 5200 card images, I cann't put them all into Project. This is so large resource, It's will make very long loading.

    So, our idea is:

    1. User will start game will a set of Classic Card.

    2. When User choose other Set Card, Game will load that Card Set SpriteSheet

    3. When new Card Set SpriteSheet was loaded, 52 frame images of Card in Game will be replaced with new Card from new CardSet SpriteSheet.

  • yeah you can totally do it with just events no biggie !!!

    Did you mean using canvas, paste image at position x,y with size of one Card, then after that paste that to Image Frame ?

  • Dear Mr Ashley, Can we do like above ?

    If possible, could you please help to give me some documents, SDK function, or any reference relate to it?

  • Dear Everyone,

    I have image of SpriteSheet with 52 card like below.

    I'm going to making a behavior to load it and separate it in to 52 images. (I already have a SpriteA on GameLayout with 52 empty frame)

    Can we do it?

    (Note: the reason I have to do it: The Game like this. You start game with a basic set card, but User can choose his prefer Theme or Card Set, and we have >100 theme and Card set. (1 card set have 52 image, 100 card set will have 5200 images. I cann't put them all in the Project, so I have to load it on realtime, when User click to choose theme)

  • Thank Lancifer and lincolnsalles for your answers. Seem only Sphere effect should be use here. I will try to use it :)

  • I would like to making above effect on background (curve background, panorama effect on background)?

    I already used Sphere effect, But the background have to reverse, so I'm trying to find other way to making this effect.

    Do you have any idea to making it (please ignore Sphere effect)?

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  • Could some one help me to upload this resouce again? I can't download it. It seem the URL is dead.

  • Anyone know how to remove localStorage, and IndexedDB in c2runtime.js.

    I upload my source code to : h5validator.appspot.com/dbm . To checking why my game can't run properly for DoubleClick Bid Manager.

    prntscr.com/cwitt7

    And saw above issue. So could you please guide me to remove localStorage, and IndexedDB in c2runtime.js.

  • Dear everyone, can we add a new frame of Sprite in realtime? At present, I have to load many Images from Web URL, I handle this issue with add more empty frames manually. But the number of Frame is not a constant number. It depends on the return data. So I want to add empty frame automaticlly for each data I received. How can it do? Does everyone know how to?

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  • 10 posts