mindfaQ's Forum Posts

  • But at what performance, that's the question. Not if it is codeable - we know it is.

  • It all depends on the level of detail and style you want to deliver imo. Make it as big as it needs to be. Take playing on larger displays into consideration when thinking about how you handle those - will you scale the game up; if so, will you only scale by the factor 2 so that the pixel style won't be blurred that much or do you always want to fill the whole screen. Or do you want to keep the original size always, 1 pixel of your sprite always showing as 1 pixel on every screen (probably not very usable except when you are coding for desktops).

  • I think performance would drop in endgame when I look at a video of the game in later stages. I can't make a good estimate though, maybe I am wrong.

  • The right side of your image (in image editor) will be the front.

    Check for collides with multiple sprites: use a family for that OR an OR-block if you are using the free version of construct 2

    no idea why it would work with rotation and wouldnt work without rotation

  • You can't modify families ingame.

    Simplest option would be putting all sprite objects into one sprite (each sprite having its own frame - or if it is animated: animations) and add something like this:

    scirra.com/forum/random-frame-uniqe_topic80520.html

    If that is not possible (because of the sprites having different behaviors that would collide with each other), you probably need many subevents, 1 for each object to be created.

  • Is fullscreen scaling set to off? It is possible that it is blurred because of the zooming in.

  • Use the canvas or paster plugin, paste your character onto the canvas and move the canvas to the position you want.

    Or just prepare a separate sprite in the editor and give each character one frame and then chose the frame ingame depending on the character it should depict.

  • Or put it on another layout where you put all stuff that's not supposed to be on your layout from the start.

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  • Yes, fill an array with your cards (+ their properties if you want), could add shuffling or just let the system pick a card randomly out of the array if sequence of cards in the stack doesn't matter.

    scirra.com/forum/randomized-an-array-for-a-deck-of-cards_topic45833.html

    maybe this thread could help you

  • Set the font size in relation to the scale.

    Resizing a text object probably just resizes the boundaries of the text.

  • Yeah works without WebGL, try code like this:

    <img src="http://666kb.com/i/cjc6gn3cx2bcfo7ag.png" border="0" />

    edit: you can probably also add the condition for lastx and lasty to be different from the mouse positions to save some resources.

  • Sine behavior as someone already mentioned.

    Save the current x and y of your object into an instance variable and before that compare if those instance variables are smaller or larger than the current x and y and then change the animation accordingly.

  • You could also use the canvas plugin. Makes drawing stuff easier.

  • Wikipedia is your friend if you don't understand words such as display resolution, easy as that.

    Pixel doesn't directly correlate to size on the screen, since obviously it depends on how large one pixel is on the device. Maybe you can understand this sentence at least.

    If you code in 16:9 in a smaller resolution and scale up to a bigger 16:9 resolution, then the size of your objects will be the same as if you had programmed it for the bigger 16:9 resolution. Only difference will be that it won't be as sharp / image quality will be worse, because you have less information available for each pixel. (talking about raster graphics here)

  • ? Maybe explain your question in detail, because the way you describe it is simple picking of objects in the event sheet. If you wanna add custom javascript functions then yes, you have to write a plugin - most stuff can be done through the event system, though.