LittleStain's Forum Posts

  • Looks like you are almost there.

    That looks like it could be solved with a simple system scrollto.

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  • and scale inner? looks like your layout could have that..

  • Also the is on mobile and/or is on platform system conditions could be of use..

  • I would choose to detect input method and have the program act accordingly..

    All other options would be more work and visually less attractive..

  • I didn't mean in this part of your event sheet. you are checking if gnumberblocks is less than three here, but there aren't any actions in the whole of your event sheet to change the value of gnumberblocks.

    when numberblocks are destroyed, gnumberblocks should change, but it doesn't as far as I can see.

    make a new textobject on your layout and every tick set its text to gnumberblocks. see if it changes, for if it doesn't that's the problem.

  • Maybe I'm being blind, but I don't see where you are changing gnumberblocks..

    so if it always stays the same it never is less than three..

  • At first glance the contaloop = randomNum is the issue.

    in the event gnumberblocks<3 there is no reference to randomnum or contaloop.

    Solution might be:

    add an action set randomnum to gnumberblocks

    and at the for each subevent set add 1 to contaloop.

    I'm not sure, but this could be the whole thing..

  • Ofcourse you can send it..

    If there aren't any other events that could be conflicting with these anywhere else in your event sheet, I could probably figure it out..

  • If I'm correct a 20000x20000 canvas object would be rendered as a 20000x20000 sprite, which would take about 20000x20000x4 = 1600.000.000 bytes = 1600 MB of graphic memory..

    But math wasn't my best subject at school, so I might be mistaken..

  • If your sprite doesn't have animations, the easiest way would be using the tiled background object.

    If it does have animations using the blendmodes would be your best option.

  • The short answer is: there's not a whole lot you can do about it.

    If you want your game to scale to the available area and the available area becomes smaller, logically, your game will scale.

    You could try to scale your game back to the size it was before scaling down, but the problem you get then is that your textbox could be obscured by the pop up keyboard.

    Another workaround would be to not use the system keyboard but create your own keyboard in your project.

  • Would this work?

    for each enemy

    -System compare two values: abs(player.x-enemy.x)>200

    --enemy.x>player.x - enemy look left

    --enemy.x<player.x - enemy look right

    -else - enemy look forward.

    • = subevent

    -- = subevent of subevent

  • Yes I watched the game.. looks great.. To help you with solving your problems it would be easier if instead of having to play the whole game you'd reduce the number of blocks created so the issue can be checked more easily.

    Playing the game I ofcourse have no idea how you have your events set up, but having to play for a long time before I get to where you say the problem is, doesn't help in determining what could be the cause for the problem.

  • Using destination out or destination in should work perfectly too, just remember to set the layer to force own texture..

  • Oh just saw you'd want animation possibilities.

    Just replace the tiled background object with another animationframe when needed. Destroy-create.

    or use opacity with another object behind it.