LittleStain's Forum Posts

  • Use the array values to define x-y-coordinates and create sprites to stretch themselves between those coordinates.

    or you could use the canvas plugin to draw the graph based on coordinates created from the array values.

  • There are two ways to solve this problem:

    1) Use Scale outer mode, and draw your backgrounds wider (or taller, depending on orientation) than the window size, past the normally viewable edges, to ensure no gaps ever appear regardless of the device aspect ratio.

    2) Use Scale inner mode, and make sure nothing important is close to the edges, since the edges are susceptible to being cut off on different size displays.

    It's not always easy to design a game correctly using either technique. However it allows you to design games that always use the full display, which often looks better than showing black bars.

    from the before mentioned tutorial

  • using instance variables you can set a numeric or text-value to any object on your layout. I guess that's what you are looking for. I can't imagine they aren't used in the basic tutorials, so I assume you haven't followed those. I recommend you do, because they tell a lot about the basic things you should know to create games with construct.

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  • Blendmode would be the solution, youd have to have sprites on the top and the bottom though.

    Set them to destination out and the background beneath the highscore-field would be visible.

  • What is wrong with the default 'set CSS Style'?

    Inserting a snippet of code isn't supported I think, but maybe there is a 3rd party plugin in the plugin section to do this.

  • Problem seems to come from using the floor() expression.

    Remove that and it works.

    example without hardcoding

  • would using an event is overlapping set visible is not overlapping set invisible help?

    or ofcourse set visibility based on y-coordinates.

    you could also take a look into blendmodes, to keep the background visible.

  • You are using the spritebank plugin in your project, so I cant open it.

    What you could do is add a red tiled background the size of the screen give it the fade behaviour for 0.25 fade out time and destroy after fade out. Now every time damage is taken create the sprite.

    This works even nicer if you set blend mode to additive I think, although it's nicer if you make the fadeout-time longer then.

  • What do you mean by dialogue, in this question?

    Best way would probably be to create the dialogue on a different layer and set the layer invisible untill you need it. You could then set all responsive stuff on that layer to not respond by adding an is layer visible condition. The same you could do for the game mechanics by putting them in a group and disabling them when dialogue-layer is visible.

    you could also work with creating and destroying the sprites that make up the dialogue when needed.

  • To make me see you have responded to me you should use LittleStain in your reply.

    I have no idea what you mean by mountain and what a mountain that doesn't is, maybe you could be a little clearer?

  • Player is holding object, every 0.1 seconds add 0.1 to a variable?

  • Stupid question, but are you using the touch object in your capx?

  • This will work:

    player set actualheight : abs(round(player.Y-989))

  • Because topicstarter was asking for rounding up, ceil() is the right answer.

    for rounding up one uses : ceil()

    for rounding down one uses : floor()

    for rounding up or down one uses : round()

    ninjaaad by EncryptedCow

  • Sounds to me like you are already doing it in the only possible way.

    You can't make an open space within a collision polygon.

    Why not just use the currently invisible objects and make them visible to create the box? The transparancy within the sprite is taking up useless graphic-memory.