LittleStain's Forum Posts

  • create object :

    on layer (0)

    x : random(viewportleft(0),viewportright(0))

    y : random(viewporttop(0),viewportbottom(0))

  • That is exactly what the expresion distance(x1,y1,x2,y2) does.

  • I think I still don't understand what you are trying to achieve and why it is a problem to achieve it.

    If you spawn an object. (why spawn it instead of create it?) you can still use on created.

    If you make sure the textobject has an boolen variable spawned, you could add pixels to the y-coordinate of all textobjects with the boolean spawned false and after pick all textinstances and set boolean spawned to false. all in one event on created.

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  • wouldn't it just work to do something like, text2 on created text1 set y to text1.y+50

    I don't know how many textobjects you will use and why it have to be different textobjects, but something simple like that would work.

    If you just use 1 textobject you could add text at the front and with newline move the existing text down.

  • There are many ways to do this..

    important question is, is this one textobject or is every text a seperate object?

    Does the movement have to be smooth?

    What will the text object be used for, is it dynamic text or will it be changed?

    Does the text have to be pushed down or could the object already be in place and set visible?

    I could think of more questions, but this is a good start..

  • Here's an example by rojohound:

    Very old but very good

    ninjaaaaad.. :(

  • LittleStain , what about you mate, don't you have to help me, don't you have to say anything, please if you can help me, I will be really very much happy.

    I don't have to help you..

    Like I said, I spoke too soon. While looking at your capx I thought I found an issue, but it seems I overlooked something so my answer was wrong.

    I didn't (and don't) have the time to take a closer look, so I removed my answer.

    I hope you do find someone with the time and knowhow to help you.

    Wish you all the best,

    Little Stain.

  • You've probably already tried the scale settings in the project properties.

    If the sprites aren't looking good that way you will have to change them I'm afraid. Text should automatically change with the scaling, so that shouldn't be a problem.

  • And the point of bumping a 4 month old topic with this remark is?

  • I can't really say anything about it without seeing your capx.

    What is the size of the project in project properties?

    what is your layout size?

    what is the scale setting in project properties?

    Are you trying your game online or through cocoonjs?

  • If you are using physics, wouldn't it be better to use joints instead of pin behaviour to prevent unwanted complications?

  • Put all your glass objects on a seperate layer. set that layer's effect to glass and remove the glass effect from your objects. Everything on the layer will be rendered in glass effect, so the effect will not be necessary on the separate objects.

  • If you do that your game will probably run fine on your nexus, although you might have issues, because of the menu bar on top and below and when you change orientation. On any other Android device it will probably look terrible because it uses a different resolution and or has a different screensize.

    In the tutorial section you can find a tutorial about supporting multiple screensizes. I can recommend it, for without using the techniques therein it will be impossible to create an Android game that looks good across different devices, but even with it you will have to test a lot and it could be you will not be able to get the game looking perfect on every device.ze

  • If anything Android has gotten more screensizes and resolutions, so making a game for android means making a game for multiple screensizes.

    The tutorial about supporting multiple screensizes is still the best reference for someone trying to create an android game.

  • Construct2 when going to a layout will always start it like it's never been played unless you tell it otherwise.

    For some games it will be enough to have changed global variables for it to resume where left of, but for more complicated games the state of the layout should be saved and retrieved on resume.

    If your only issue is the time variable, probably you have an event on start of layout that changes it, so you should add a condition to the on start of layout to not reset it if coming back from the main menu.

    You could do this by adding a global variable called resume and set it to 1 when going to the main menu and on start of layout check if it's set to 1, or just check if the global variable time has changed and if so don't reset it.