R0J0hound's Forum Posts

  • It's just an annoyance really. In order to report a game you have to open it, and as a result you get logged as a recent player.

    Anyways the arcade looks to be in need of more moderation, merely by seeing the new game's thumbnails/title.

  • I still don't see why a layer couldn't be used instead of the imagepoints. Creating/destroying the objects as you switch tabs won't really save you any memory, although I do see the value of destroying it instead of hiding it since you wouldn't have to check if the objects are on a visible layer before interacting with them.

    They way I see it imagepoints could be useful perhaps if those widows are moved around. Still I'd probably opt for using the pin behavior or storing the xy offsets in a variable. Also it's much quicker to just position stuff in the editor than to tweak imagepoints. If I wanted to create/destroy the windows i'd use a array to store the object types,sizes,frame,text,and position at the start of the layout, then just loop through that when I wanted to recreate it.

    For organizing object types I'd actually opt to use less object types and instead use variables and animation frames to distinguish them. Of course this largely depends on what I'm doing.

  • This should do it:

    Every tick:

    ---- set text to min(float(self.text)+100*dt, score)

    But personally I'd use a second global var that increases toward the score. Then I'd just show a rounded number.

    global number display=0

    Every tick:

    ---- set display to min(display+100*dt, score)

    ---- set text to int(display)

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  • derekandes

    I'm not sure why and invisible Sprite would paste when pasting a layer. The fix was for the normal paste action. I'll have look into it when I get a chance.

    Tilemaps won't paste at all unless you set webgl to off in the project properties.

  • I usually just wing it and test as I go. Unless of course I have an specific design I'm after, then I do a rough scetch on paper.

  • First look at the sdk manual:

    https://www.scirra.com/manual/15/sdk

    Next you could look around at the js files in c2's exporters/html5 folder. Quad is defined in one of the files with common in the name.

  • I haven't looked at your capx but if the two buttons are instances of the same type, then you could give them an instance variable, call it value and set one to 1 and the other 2. Finally when you click on it add button.value.

  • Does it not work?

  • That file contains the c2 runtime and all the plugins you use in your project. There really isn't anything you can cut. Maybe removing all the comments in it could save some space, but you'd have to find a tool for that.

  • Maybe I was lucky where I clicked on the box. It's collision polygon looks interesting.

  • It's working here.

  • It has to do with the scaling.

    If you change the "project property" "fullscreen scaling" from "letterbox scale" to "letterbox integer scale" it should correct it.

  • Use the system->compare condition with the layoutname expression.

  • gioca72

    That's because Touch.x, touch.y is getting the coordinates on the bottom layer by default.

    As per the manual you can specify which layer to use with:

    touch.x("layer 1") touch.y("layer 1")

  • Rable

    I don't have all the plugins needed to open your capx.

    Did you add the four imagepoints to the corners of the walls? The first needs to be top-left, then clockwise top-right ... and so on. If you have that and it's still not working then maybe there is a typo.

    If you think you may have made a typo you could just copy my events over as is. Take my capx and rename player to charWoldmap, and walls to collision. Then select all the events and copy it (ctrl+c). Next go to your capx and you can paste it (ctrl+z).