oosyrag's Forum Posts

  • How is your camera "moving"? Is it with the scroll to action, or are you moving the objects in your project around?

    Are you sure your HUD objects and backgrounds are on the correct layer with parallax 0? You can check in the debugger

  • That's a good plan.

    You can use an array to store your "waypoints" by using the push back action - this will add new values to the back of the array.

    Those waypoints will be in order in the array, so your object can get its move to locations from the array one waypoint at a time in order.

    https://www.scirra.com/manual/108/array

    Edit: In case you aren't familiar with arrays, you can just think of them as spreadsheets with cells you can write and get data from. Each cell is like a variable.

  • Can you confirm in debug mode that your gamepad is connected and registering inputs?

    Are you using triggers as buttons? Sometimes those are treated as analog axes rather than buttons.

  • https://www.scirra.com/manual/85/layers

    Set layer parrallax to 0 for your static layers.

  • What does your event sheet look like for the ASDW triggers? Screenshot or capx would help.

  • In this case I would make an exception for the flat platforms - don't make them solid with a behavior, but manually add an event so when the player collides with them the player is stopped. Everything else will go through.

  • That might be better, as collisions are able to occur off screen.

    On the other hand, it would make sense to me that in your case only the player object needs to check for collisions anyway, so it wouldn't matter how many bullets you have on or off screen. I'm not sure about this though.

    The best way is just to try it yourself and see if it makes a noticeable difference in your frame rate. If it doesn't, don't bother worrying about it!

  • Not sure exactly, but it might have to do with how buttons are actually HTML form elements that float on top of your project, and not actually in the project itself.

  • Letterbox scale will result in your screen shrinking.

    Changing it to scale inner should fix it.

  • But what if you REALLY try to do some work? And make MONEY? What if you have CUSTOMERS?

    ...

    Summary: Jumping from one program (which you have worked for 2,5 years) to another, it is not economically feasible. It is actually a bad bet. It is done if you don't have any options anymore.

    I'm seriously not trying to be confrontational, but objectively speaking, your two choices are to move to another solution that has what you need, or stay and hope that what you need will get developed in the future when the developer itself has stated no. If you're talking about betting, those options are like 100% chance and 0% chance to win, and you're saying the 100% is a bad bet.

    The 2.5 years of development is already a sunk cost regardless of how you proceed. What you take away from it is up to you. Personally, I would say if I've spent years writing program worth publishing and I need to publish but currently can't, the fact that I've made it, I've seen it, and I'm confident in it, is still valuable to me (its called prototyping - one of the highly touted use cases for C2). I know I'll make my money back so I can justify licensing industry standard high end software to publish it (you have CUSTOMERS). I wouldn't care much about learning a new language, there are manuals and references for that. The game logic and structure are already all worked out, putting it back together in another program would be multitudes faster than the first time. Also, even if you have invest time to learn another program, regardless of the benefit for your current project, that experience will be extremely valuable for all your future projects since you seem to be quite serious about making money with this. In that endeavor, I wouldn't let my success be tied to any one program/company. THAT would be the real bad bet.

  • Actually I'm a little curious now. If every other visual development environment has the desired "native exporters" built in and they supposedly work flawlessly, why is anyone still here? Maybe the price, ease of use, and support? Practically non existent barrier to entry? If these are not of consideration to you anymore, yes move on. Start with why DO I use construct, and why am I posting on construct forums hoping for a future changes I envision (low chance of actually happening, unless you join the development team yourself) when I am aware of an alternative that has the functionality I seek today?

    Ashley, I'm afraid you've spoiled everyone by actually listening to people and responding well and releasing so many fixes and improvements over the past years and building a flexible system that does allow for people to extend the base software for whatever might be missing through plugins and using wrappers. What a tragedy.

    And why does it seem like no one brings up compiler bugs and issues, or problems with varieties of hardware configurations and drivers that have been causing developers headaches since the dawn of programming? People who write code directly IN "native" language still have to deal with problems out of their control, and often! And this is for a single platform. Now we expect a single piece of software to generate code flawlessly for all platforms each with their own multitudes of unique problems? Is that realistic? The best way to pull that off would be to start in a platform independent language, being as standards compliant as possible, and rely on wrappers to function with any and all future operating environments... Oh wait.

    As for single platforms with predictable hardware like ios or play station consoles being bug free... luls. Maybe there are less bugs if you work SPECIFICALLY for that platform, but that is decidedly not the goal here.

    There does seem to be a major preconception issue. I came in to C2 from flash, to develop for html5. I found all the other exporters as a bonus. Some people read universal exporters as the main draw. I can understand that, as that would be the holy grail. It could be better represented that construct relies on wrappers in marketing materials.

    Too bad that's not how marketing works.

  • Don't use wait, it can cause a lot of problems if you don't understand it.

    For an on clicked toggle, use sub events and Else.

    Pause - On Clicked
      | Pause = 0 | Set Pause to 1
      +-----------+----------------------------
      | ELSE      | Set Pause to 0
    
    [/code:1cj4h4xd]
  • This has to do with your fullscreen scaling. If you used the scale inner mode, the keyboard would just cover up your screen window.

    I recommend reading https://www.scirra.com/tutorials/73/sup ... reen-sizes carefully to understand the limitations and how to design for scale inner.

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  • You should be able to load the php file as a string with an AJAX request, then parse out your version number with either regex or tokenat.

  • What you are looking for is blend mode I think.

    https://www.scirra.com/manual/146/effects

    Basically you have another circular sprite attached to your player. When this sprite overlaps with the platform, the platform will be revealed. It looks like the destination in blend mode is the one you want, but I'm not familiar enough with them to describe how to set this up specifically.