rainmaker's Forum Posts

  • There's a discrepency between the running game on iphone safari and as iphone app compiled with Ejecta. I just want to make sure that I didn't put some wrong settings while exporting the game (I remember reading somewhere that iPhone sucks at supporting letterbox scaling?) ....so if there's nothing wrong with my settings here, I'll go ask the Ejecta forums about alignment issues. Any advice would be great. Thanks!

    Test #1: From iPhone (iOS 6.1+) Safari browser: Works perfectly (as does all our other full blown games). The health bar is properly aligned.

    ...however...

    Test #2: As an iphone app:

    After building with Ejecta and running it as an app on the iPhone (iOS 6.1+), the health bar is improperly aligned at 50% height:

    Why is this? Is there something we need to change to Ejecta's index.js file? Or maybe an issue with my project settings?

    PROJECT SETTINGS:

    Project exported as bare minimum, with touch plugin, blank screen, and a few sprites.

    WebGL: OFF

    Scaling: Letterbox, full screen

  • I've tried a bunch of methods using C2, and closest I've come to is using 100+ particles, but it just doesn't seem resource efficient. Not blaming C2 engine, since duplicating this effect in Unity/Unreal/other engines using particles are also resource intensive.

    Does anyone know how these large professional game companies accomplish this, both efficiently and seamlessly?

    Another way is to use a sprite but how to generate such a sprite in the first place?

    screenshot is from starcraft 2

  • When I finish my online game in a few months, I'm going to implement a No-Refund policy for my virtual currency. This is because I'm going to be processing them thru PayPal which takes 3% and if players want a refund on their payments, I'd have to cover BOTH their costs and Paypal's costs. Can you imagine what it'd be like if 1000 people wanted a refund?

    What I'm worried about, though, is the following scenario:

    • The player buys $399 worth of gaming coins.
    • A few hours later, he calls in to complain that he intended to buy only $49, but somehow our system selected $399 instead. Then he goes around spamming the forums about demanding a refund and how he "got scammed."

    Now, who's right and who's wrong in this situation? Assuming my purchase buttons are all through PayPal, it would be pretty hard to click $49 and get charged $399. But then again, nothing's perfect. Of course, the customer could also simply be lying and regrets his purchase. Or maybe he's from a competitor's game and came over to try and tarnish my reputation.

    How are some of you preparing to deal with stuff like this?

  • Hi guys, I want to trigger an action when a user presses the RETURN/ENTER key while focused inside a textbox. Is this possible?

    I have a textbox where a user can type "walk north" and press ENTER, which will trigger an action on the screen.

    But for some reason, the ENTER key (using the keyboard plugin event "ON RETURN PRESSED"), is only detected when a textbox is not in focus. As soon as the user types something into the textbox, RETURN cannot be detected. What's a way around this?

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  • rainmaker, I once programmed a solution like this, using text objects as well!

    What you do is, instead of creating 10000000 text objects for a big table, create only as many as the user can see at once, then add a scrollbar to the side.

    When the user scrolls, instead of scrolling the layout as you would do normally, just make the source text for each line advance by one.

    Say your source data is a list of fruits:

    [1] - Banana

    [2] - Apple

    [3] - Orange

    [4] - Watermelon

    [5] - Pineapple

    [6] - Grape

    [7] - Blueberry

    And the user can see 3 lines at most

    Line 1 -> fruits[1]

    Line 2 -> fruits[2]

    Line 3 -> fruits[3]

    Now say the user scrolls 1 item down. Instead of seeing "Line 4", the lines themselves don't change, just the references:

    Line 1 -> fruits[2]

    Line 2 -> fruits[3]

    Line 3 -> fruits[4]

    This way, the objects remain fixed, nothing new is created, just their text is changed! The only downside is the scrolling appears less smooth, since you can't scroll down, say, "10 pixels. You must scroll in whole lines.

    Awesome!! I figured it would be something like that. Thanks a lot!

  • Is there a dynamic way to cut a sprite in half? Meaning, WITHOUT using either of the following:

    • Manually cutting them in half and creating animation frames
    • Piecing two halves together using the pin method, then using unpin to cut in half
    • Create a 2 new sprites, each containing one half and create it on top of the original sprite

    Is there any method, like dynamically copying part of an image onto another sprite?

    I have about 100 vehicles/sprites already created for an RTS game--when a unit is destroyed, I want to create an animation of the vehicle breaking into 2 halves. But to go back and create a "splitting animation" sprites for all 100 vehicles would probably take another month. Is there a faster, more dynamic/run-time way to do this?

  • For the MMO I am launching in half a year, I have C2's logo in the Credits section (front end engine) and my own backend logic engine right next to it

  • hi guys,

    trying to create a data grid - type table in C2 and was wondering if anyone had already done this or could point me in the right direction.

    i'm creating a multiplayer game with a "game lobby", with a long table of data fetched from a database to display 100+ rows of "open games" that users can join.

    i have all the database functions completed and working, i can test load data using the text objects, but I will need a solution for a future of 100+ rows.

    what is the best way to display rows of data in C2?

  • I read somewhere on here that layout size doesn't affect performance? Is this true? So technically we can have a layout of 20,000x20,000 but a small window size of 640x480, the 20000 size alone doesn't slow things down?

  • When WebGL is enabled in C2 and used in Chrome, that's supposed to SPEED UP the game FPS right?

    I'm only asking because I have several laptops and tested WebGL on one where the graphics card has been disabled, and the game ran at ~3FPS. Once WebGL was switched off, the game ran at 16 FPS. The WebGL test did not use any effects that relied on WebGL. It simply had WebGL enabled.

    I assume WebGL on here is hardware accelerated? So in technically it's supposed to speed up the game....but i assume on systems without a decent graphics card, it actually slows it down?

  • Wow awesome. thank you so much for clearing it up!!

    this helps tons!

  • Just a question about the Node Webkit export to desktop. I use HTML5 localstorage extensively in all my games, and on the browser, C2 has been flawless.

    What I don't have enough experience with yet, is the Node Webkit. While the desktop versions of my games work 100% for me, including localstorage, I'm concerned if it will work for everyone. Because there is no other way to do local saving mechanism for my desktop games other than localstorage, I don't want to have to refund a bunch of customers for whom the save feature doesnt work.

    Can anyone provide a bit more info about how C2's local storage works when it's integrated into Node Webkit? I'm interested about its usage on Windows OS. For desktop export, where on the user's machine are the localstorage values saved? Can a user's machine potentially prevent it from functioning? (like using a guest account on his laptop that has permission settings...)

    thanks!

  • Ah, so it goes to Arial. Gotcha. thanks silver!

    i do use spritefonts for most, but i haven't found a good way to display dynamically changing scores without using the C2 Text control.

  • I notice C2 can use all the fonts on your computer to fill in the Text control.

    So if I select the "Verdana" font, will that show up on the user's iPhone when the game is exported to CoccoonJS? What happens when he doesn't have that font? Are the fonts embedded inside the C2 game?

  • For anyone who has put blood or gore into their games, have you received any sort of complaints from users, particularly parents or anyone else?

    I've been developing a game on C2, an RPG similar to Grand Theft Auto (the 2.5D earlier styles). Well, a few days ago I accidentally left a particle generator on loop and in-game after knocking the head off a criminal, the blood spurts relentlessly (almost covers the entire mobile screen). I thought it was a cool effect and decided to include it. I don't know if gore on mobile devices should be toned down because a lot of kids play it....any thoughts?