LittleStain's Forum Posts

  • I guess what you are trying to do is after 5 balls are selected you want to destroy the ones not selected and create 14 new balls to select the "extra number"

    This could be easily done by giving the balls a boolean variable selected and setting it to true when clicked.

    when 5 balls are selected

    system pick all balls where selected is false - destroy balls

    then create the 14 new balls

  • in the physics behaviour there is an action to turn of collisions..

    From the manual:

    These actions affect Physics behaviors in general, not just the one it was set for.

    Enable/disable collisions

    By default, all Physics objects collide with each other. You can disable collisions between the object and another Physics object so they pass through each other. This affects all instances of both object types. Note: enabling collisions again when objects are overlapping can cause instability in the simulation.

  • I guess easiest would be creating a global variable LevelUnlocked

    and on level one finished set it to 2

    on level two finished set it to 3

    etcetera

    And do a system compare variable to see if levelunlocked higher or equal to 3 to be able to go to level three..

    This way you'd only need one global variable to keep track of the user's progress

    Ofcourse you'd have to save it to webstorage to make sure when the user exits and restarts the game the progress isn't lost..

    I'm sure there are tutorials on unlocking levels in the tutorial section, but these are the basics..

  • If you aren't touching the screen, so also when the mouse left button isn't down touch.x will be 0 and touch.y will be 0..

    mouse.x is the place the mouse cursor is (so even when there is no other input) touch doesn't have a cursor, so no value if there is no touch..

    To simulate touch with the mouse the left mouse button should be down..

  • If you are using mouse input on touch ( so set to yes) you can always just use touch.x,touch.y..

    touch - coordinates are only registered while touching (so in the case of the mouse while left mouse button is down)

    otherwise they return 0

  • There's probably a good reason why you'd want to do this, but I can't think of any..

    Guess the only real solution would be putting the touch events and mouse events in different groups and enabling/disabling them..

  • Would be a case of disabling collisions with the physics objects when certain conditions are met, wouldn't it?

  • is not overlapping?

  • Dear friend,

    i have tested myself....

    Create a video in mp4 about 400x300 pixels....but the size should be 1,6Mb (H.264)

    Ok now you should Convert From mp4 to gif here: http://www.zamzar.com/ and became 5,5mb if i don't make errors,

    Then you should Optimize your gif here: http://ezgif.com/optimize choose heavy optimization or what you want....and the gif became with this program.... 3,2Mb... that is enough.....Ok.....

    OK ... The quality is not the best... but work fine.....

    Best regards,

    Lestroso <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    http://www.fasasoftware.com

    That is the size of the file, but not the amount of graphic memory that will be needed.

    In memory all files are completely decompressed, so while a small image file may be helpfull for downloading, while playing it's size is not related to that but to the actual image size in pixels times 4 bytes (R,G,B,alpha).

  • give the object timer behaviour

    ball on collision with box

    • object set speed to 300
    • object start timer tag: morespeed

    object on timer : morespeed

    • object set speed to 200

    I don't understand the gravity question, sorry..

  • Doesn't the system pick all event work for families?

    Or just giving the family the effect instead of it's members?

  • Sometimes could mean there are conflicting events sometimes..

    So providing a capx would be the best idea..

  • Many different ways

    on touch start

    bullet is not overlapping object- shoot bullet

    on touch end

    bullet is not overlapping object- shoot bullet

    is touching

    bullet is not overlapping object

    system trigger once - shoot bullet

  • From a video of 400x300 pixel after it process described before from original mp4 of 1600kb is become to gif with 3600kb, that is good...

    In preview over wi-fi my gif works fine ..about 30 seconds with about 334 frames and then i have added the soundtrack...

    Simple calculation based on this info:

    334 (frames) x 400 (pixels width) x 300 (pixels height) x 4 (bytes per pixel) = 160.320.000 bytes = 160 Mb of image memory for this animation.

    I think this explains why this is a very bad idea..

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  • I'm not sure if what I'm asking is possible or even should be tried, but would there be a possibility to limit the fullscreen feature to a maximum size?

    The trouble I'm having is that while perfect on mobile the sizes of the sprites in my game make them look like childrens toys on my PC..

    I'd like the game to be played from the internet in a browser, both on mobile as on desktop and limiting the amount of blow-up on PC might solve my issue..

    I guess if at all possible it would require some tinkering within the index.html file.

    Anybody got any ideas or is it a case of back to the drawing board/accept the limitations?