linkman2004's Forum Posts

  • You could try throwing all of your buttons into a family and then running a For Each loop over the family when you set the CSS properties.

  • If you want your game objects to move at the same speed regardless of framerate, then you should use dt. If you just want your object to move 32 pixels every time you press some key, there's no need for dt.

  • GaddMaster this topic has been beaten to death, and the answer is always "no". If you search through the forums, you'll find numerous posts by Ashley explaining the reasons for this.

    Also, please check the date on topics before posting.

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  • I'm curious why you're scaling the images in a graphics editor instead of just scaling the sprite objects. If you're trying to maintain the clean pixel art look, you can always change your project's sampling mode to Point. Doing so would reduce image size to 1/9 what it currently is.

  • Glad you got it working! And yeah, I can see the pictures now.

  • The touch object provides multi touch support, as well as detection of double taps, touch speed, accelerometer access, etc. I'm not sure why you would be getting a delay with the touch object -- it might be helpful to mention if you actually tested on a phone, or just a desktop browser -- but you should stick with that if you're building a game around touch.

  • A tutorial search for swipe turned up some examples, including this one.

  • The location of the origin determines from where a sprite stretches or shrinks, so placing it at the bottom of your sprite should make it squash and stretch the way you're wanting. Otherwise, you'll have to adjust the sprite's position based on the current amount of squash or stretch.

  • I can't see your images either, but it sounds like you're doing the concatenation wrong. Concatenation(&) works like any other binary operator, such as + or -, with two operands.

    <expression> & <expression>[/code:2oep78ns]
    Where <expression> represents any expression, such as a string -- encased in quotes -- or a number -- no quotes.  Note, however, that at least one of the expression must be a string to get a string result.  So to concatenate a string with a variable, an example expression would be:
    
    [code:2oep78ns]"Some String " & Variable1[/code:2oep78ns]
    Assuming the value of Variable1 is 5, the resulting string would be "Some String 5".
    
    Note that the concatenation operator is [i]not[/i] encased in quotes, as it is an [i]operator[/i] and not part of an [i]operand[/i].
  • Using concatenation(&) to programatically build an animation name should work fine. What's the exact expression you used to set the animation? A screenshot of the relevant events would also be helpful.

  • The expression int(time * 1000) will give you the game time in milliseconds, rounded off. You can get hundredths of a second by dividing that by 10, or changing the expression to multiply time by 100.

  • For the sake of clarification, a loop will always run until one of two things happens: its terminating condition becomes true, or the break action is called from within. Until a loop has terminated, nothing else will run, so it's generally a bad idea to wait on external input to terminate a loop.

  • For high resolution sprites there are plenty of options, such as Photoshop, GIMP, and Paint.net. These work for pixel art as well, but aren't ideal.

    If you're going down that road, my experience is less limited tools wise -- I personally use GIMP, because I'm too lazy to learn anything else -- though Piskel is pretty good, with good animation tools and support for layers and such.

    Inkscape is also good if you want to make some nice, clean vector art -- of course, you'll have to export it to raster files for use in C2, but the idea is that you can export large images which scale well.

  • Zebbi that would be a cool feature, but it's not possible in the current version, and I'm not actively developing Magicam at the moment, so there's little chance of seeing it any time soon.

  • From the sound of things, you're working with relatively small sprites, so I wouldn't expect any issues.