oosyrag's Forum Posts

  • I don't think you need to worry about drag and drop being a restriction depending on your development style. For many of my projects I find I don't use the layout view at all - you can position everything via events.

  • It is probably simpler than you think - if you have your sprite animations, you can set image points and/or collision boaxes on each frame individually. Different types of collision boxes can be positioned on these image points per frame. Each animation frame naturally runs one frame per tick, so you already have per frame precision.

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  • Also, while C3 project files will not be compatable with C2, you can probably export an array you edited in C3 and save it as a json, which you can then load into c2.

  • Apologies of this was discussed somewhere and I missed it. Any word regarding features for sharing and working on project files (possibly concurrently)? Cloud design seems well positioned for this.

    I hope it will also do away with the silly "please post a capx, how/where, oh sorry my link got truncated from lack of rep" ritual that goes on in the how do I forums.

    Always felt it was clunky to share through third party storage sites (but do understand you wouldn't want all those files floating around on the forums hosted on your own servers!)

    Perhaps a somewhat related question: any chance of being able to copy/paste events from the editor as plain text?

  • Thanks for the clarification!

    I think the main thing I'm missing is being able to clip the form elements with blend modes to make scrolling menu items within windows/frames in the game. Too bad that seems like it will still be a limitation down the line.

  • Will the new text object and form element objects still be rendered as "floating" on to of the layout?

    Will the new text object support CSS styling and effects?

  • I made a small utility for calculations, similar functionality to a spreadsheet.

    Looks fine on chrome for pc and android, but on ios, the disabled textboxes are infuriatingly hard to read.

    Any way to get to the :disabled element as described http://www.w3schools.com/cssref/sel_disabled.asp ?

    Assuming there isn't I guess I can change the non-input fields to text objects instead as a workaround.

    I do hope C3 has improved support for css (for the text object too)!

    https://www.dropbox.com/s/4raer6lp4h5px ... .capx?dl=0

  • > You can, you'll just need a signalling server available on that particular LAN. It is not something particularly portable though.

    >

    But that's not practical. I have seen many mobile apps do that portably and built-in the app. What am I missing here?

    Is it a browser related problem or a browser missing feature?

    It isn't the approach Scirra decided to support with their multiplayer plugin. It might be able to work as a third party plugin, but I am not aware of one made for this.

  • You can, you'll just need a signalling server available on that particular LAN. It is not something particularly portable though.

  • I think the simple answer would be no, not the way you are thinking.

    But in practice, after you make the connection via signalling, if your hosts and peers are on the same local network, you are basically connected locally.

  • Personal preference, but I find working with lots of text within the text object a pain. It is much easier to work with text in notepad or other word processor.

    Don't worry about weight or optimization, it doesn't make a difference.

    But I would recommend utilizing spritefonts, you will have a lot more control over the appearance.

  • Anyone have a recommendation for a tileset editor? Not to lay out the tilemap like Tiled, but to build or modify a tileset image. I'm using Photoshop, but it is kinda clunky/overkill. Looking for something lightweight with a workflow designed with tiles in mind.

  • Based on your questions, I think you should try to read, follow, and understand the scirra multiplayer tutorials before proceeding.

    I am not familiar with the photon plugin, so can't help there.

  • If you require a purely offline solution, you'll need a local signaling server to use with the multiplayer plugin. https://www.scirra.com/store/game-makin ... server-161

    If your LAN will have access to the internet, you can use the free official signaling server as you would normally for an online game.