kriand's Forum Posts

  • This is how it should look like:

  • I solved your picking problem but the way your code is now it starts to glitch when you want to link more then two blocks together. I think you have got more work ahead of you.

    1drv.ms/u/s!Ap_-qxoGKbDcg2w1XGy1hXSiERub

  • You need to change the Z-Order when dragging a card and when dropping a card back to the hand:

  • You activate stepping by enabling 'Step' in the Bullet behavior properties (C3) if this is what you mean and could not find. In C2, this feature does not seem to be included, at least I can not find it.

  • I see now. So in this case the option with viewport could look like this:

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  • Since 1920x1080 and higher is standard today, it makes no sense to additionally use a graphic in a smaller resolution if you use a Full HD version anyway. That would only make your game unnecessarily bigger. If your game does not use Pixel Art and you want clean textures, you're more or less forced to optimize your game and graphics to at least Full HD. In your place, I would therefore only use the 1920x1080 variant.

  • If you create Object_A with coordinates 100, 100 on a layer with parallax 0, 0 the object will stay at 100, 100. If you move Object_B towards Object_A and B is at 5000, 5000, it will still move towards 100, 100 although Object_A is visible on the screen.

    To calculate the Parallax 100, 100 coordinates you must add the viewport to the coordinates of Object_A. But when the camera is moving you change the viewport too and Object_A will move away from Object_B until they reach the edge of the layout (provided 'Unbounded scrolling' is disabled).

    I dont know what exactly you want to achieve or how your game works, but I have the feeling that you have to rethink something.

  • All sub-events under 'every 5 seconds' run only once every 5 seconds, so your 'every 0.5 seconds' event can run only every 5 seconds for once. You have to seperate those events. Give your houses a boolean variable and set it to true when an instance is picked:

  • You need TouchIndex to distinguish between multiple touches. For example when you move your character with one finger and shoot with another finger your character will still move when you end the touch for shooting and not for moving.

    Because the TouchIndex can be 0 and greater i choosed -1 to check if the Stick is in use or not.

    min(a,b,c,d...) always gives back the smallest number. So when the finger did not reach the edge of the StickArea, the distance between the center of the StickArea and the finger is smaller then the distance between the center and the edge of the StickArea. If the finger exceeds the StickArea, the maximum distance the Stick can move is to the edge of the StickArea and this is calculatet by (StickArea.Width-Stick.Width)/2.

  • Can you say what exactly you do not understand or is everything unclear?

  • Your cloud folder seems to be empty? Anyway, here is an example i made. Try to understand and if there is anything unclear feel free to ask:

    1drv.ms/u/s!Ap_-qxoGKbDcg2sr7MfPtOhYVwGu

  • Click on the layout in the project bar on the right and change the size of the layout in the property bar on the left, if that is what you mean with grid/work space.

  • What art style do you use in your game? Try some of your project properties to achieve better results when scaling. For example, if you are using pixel art you should switch the 'Sampling' property to 'Point':

    For the requirements, if you have optimized your game based on Ashleys blog posts and tutorials, It is very unlikely that a PC can not handle your game unless it's from the last century.

  • You dont even have defined a conection point on your claw. The prize is pinned the tick when the claw has a certain Y coordination. Depending on the bullet speed, it can be at Y=710 but also Y=750. In other words: one tick the claw is at Y=690 and the next tick, depending on the speed, it can be way over Y=700. Where the claw is supposed to hold the prize, you can create an imagepoint and before you pin the price, you set the position of the price to that imagepoint:

    --> Prize Set Position to Claw (Imagepoint x)

    --> Pin Prize to Claw

  • if I understand correctly tinypng converts png-32/-24 files into png-8 files. The tutorial says:

    Don't import lossy image files (e.g. PNG-8 or JPEG) in to Construct. They are always stored as lossless PNG-32 until you export, at which point it respects what you've set in the Image Format dialog.

    C3 already tries to achieve the best results with lossles compression:

    Next, all PNG images are run through a tool called PNGCrush, which tries lots of different ways to compress the image and picks whichever results in the smallest file size. This often gets an automatic and lossless 10-15% saving on the download size, but can take a long time. If you turn off the image recompression option on export, the PNGCrush step is skipped.