linkman2004's Forum Posts

  • Add the conditions you want to check to the same event -- so your corresponding touch and keyboard events, for example -- then right click the event and click "Make 'Or' block". This places an "or" between each condition in the event.

  • I'm referring to this topic and the ones you just posted -- if it's the same question, keep it one thread.

  • Don't create duplicate threads for the same question.

  • Everything I said still applies -- find out how fast the platforms in the level move and that would be your ScrollSpeed.

  • If the speed at which your screen scrolls remains constant, then you could do something like this:

    Every (10000 / ScrollSpeed) seconds: Create object at x, y

    Where ScrollSpeed is the speed of your screen scrolling in pixels per second.

  • There shouldn't be a difference. Why the person who wrote the tutorial used both, I wouldn't know.

  • Most of that space is likely taken up by the Crosswalk runtime, judging by the Crosswalk FAQ. If your game(before export) is already small, you shouldn't have to worry about it growing much when adding levels.

  • From controls -- like buttons -- are always drawn on top of the canvas, so they can't be displayed behind sprites. You'll have to create your own buttons using sprites or something.

  • You should put the collision box in a container with the ice blocks. This will spawn a collision box for each ice block automatically -- and vice versa -- and the associated pair will be picked together in events. I'd suggest reading the manual entry on containers.

  • There are glow effects -- "Glow horizontal" and "Glow vertical" -- which you can use. Alternatively -- and this is how I achieve the same effect -- you can "bake" the glow effect into your sprites using your image editor and give them a black background. Then you can just draw them all using additive blending so they don't look weird when drawn on top of each other.

  • The personal license will allow you to publish for both of those platforms. As far as I'm aware, the only restrictions on the personal license are who uses the license(it must be the purchaser) and how much revenue you can earn($5000 before needing a business license). Check out the version comparison and license page for more details.

  • Look at event 3 -- you're subtracting timescale from countdown. Since timescale doesn't change with the framerate, it will always take the same number of frames for it to reach zero, even if it takes more time. Thus, at lower framerates countdown will take longer to reach zero and the sprite will move farther.

    Try subtracting (60 * dt) instead -- this should give you the same result regardless of framerate.

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  • Given the following values, you can determine percentage completion as follows:

    StartX - X coordinate of the start line

    CurrentX - current X coordinate of the player

    EndX - X coordinate of the finish line

    Percentage completion: ((CurrentX - StartX) / (EndX - StartX)) * 100

  • Not with a tiled background. If you want a collision shape other than the object's bounding box, you'll have to use a Sprite for the terrain and set its collision polygon accordingly. Information on collision polygons on this page.

  • This is a limit of the free version of the program. See the table here.