Mathijs90's Forum Posts

  • As for your first problem, it sounds like you want to remove the randomness of the blocks. In that case you need to change the action 'Block - set size to (what size you want it to be)'

    I've created your countdown timer. Check out the things I added on start of layout and touch input to see how I did it.

  • I don't really see what it's doing wrong. The image is about the same as my on screen display. As stated above, png will get you better results than a jpg but at the cost of a bigger file size.

    Have you tried saving it as a png file?

    Make sure you change the invoke download to "test_file.PNG", otherwise it will still save as a jpg.

  • You're welcome! Goodluck with your game

  • Never hesitate to ask. It's how I'm getting my game to work

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  • Here you go:[attachment=0:escmbjqw][/attachment:escmbjqw]

    The use of a global variable for player health wasn't necessary, so I deleted that. Instead you should've used the instance variable everywhere.

    To the health bar going out of bounds I compared the instance variable to the max and minimal amount possible.

    I've also added the condition is not flashing to the object damaging the player. That way the player doesn't instantly die when hitting/overlapping that object.

  • You're welcome

  • Also, if you're simply moving the events you can, click, hold, and then drag events. Which is a lot easier than cutting and pasting if you only want the event to be say one or two places lower in your event sheet, or if you want to have it in between two other events since construct always pastes events at the bottom of the list.

    Apologies if this is in that tutorial Lordshiva

  • [attachment=0:3u4jrekd][/attachment:3u4jrekd](Light is positioned next to the steerlight above the car. Light is set at a height of 200px, and the car at 10px. This was the best result I could get.)

    I've tried the shadowcaster, as it seemed like a good solution for the use of shadow throughout the game. However the shadow is on top of the vehicle, which ofcourse looks kind of ridiculous. Do you know of any other way to accomplish this?

  • For my top down racing game I'm creating shadows for each object to create a depth illusion. This is easy for most object, as they're stationary. However the car can rotate a complete 360 degrees, which means the shadow always has a different shape and angle and position in comparison to the car. Creating 360 different shadow images sound like an awefull lot of work tho, and I was wondering if there's an easier way to do this.

    So if anyone has any tips on how to approach this they are most welcome.

    Thanks!

    I'm guessing you're using a cracked version, because otherwise, as zenox said, it would make no sense not to update. (if you do have a license just ignore this post)

    I'm not against using a cracked version at all, as it allows you to get a good look at the program before making the dedication of a purchase. Did it myself aswell (sorry Scirra ).

    That being said, if you're familiar with the software and you're gonna truly use it (if you're building adds into your game you've definitely past this point) you should buy a license and support the people who worked hard to build this beautiful engine since you're going to make money of it.

  • You're right, it was an exaggeration to help make my question more clear.

  • You're welcome! Goodluck with your game!

  • I don't know how to type in Farfesh, but I copied some Arabic text from word into a Construct text object and it worked fine. I also tried setting the text using an event, which worked too. Guessing it should work for you too.

    Hope that helps

  • Even if the biggest size I need is for example 1024x1024 and I usually only need a 64x64?

  • Hi,

    this might be a bit of a noobish question, but I was wondering if it is more efficient to use one big sprite and just scale that one down when you need a smaller variant, or if it's better to use a set of (the same) sprites with different sizes.

    Context: I'm creating a racing game where I'm using rocks (among other things) as obstacles. They're just simple sprites with a solid behavior and when the player hits them it damages the car. I'm going to use these rocks in different sizes throughout the game and level, but want to keep the game running as efficiently as possible. Therefor I'm not sure if I should use one big .PNG as a sprite and scale that one down, which would mean less sprites for the player to download. But maybe this also means that the game is heavier to run for the player as there could be lots of high res pictures on screen at the same time.

    Anyone knows how this works in construct?