sanderstyler's Forum Posts

  • 12 posts
  • Wow this is SUPER clean thank you InDWrekt! Definitely makes things much easier. I'm currently trying to figure out how to lerp the bar to the given number. I basically want to have the experience text increase using lerp and have the radial bar match the text as they both increase together to match the earned amount of experience

    Do you know if you can lerp a value the same way you can lerp an object's position?

  • Of course there is. It's just a couple sin and cos functions. To get the circle to start at the top we need to rotate it by 180 degrees so we add 180 to the value inside the functions. To get it to fill clockwise instead of counter clockwise, we just need to invert (multiply by -1) the value inside the function.

    sin(-1 * (value + 180))

    cos(-1 * (value + 180))

    Here is the modified example.

    https://drive.google.com/file/d/12DTzuTArnmAPlzMk6DOdKBqUIbC5Gl92/view?usp=sharing

    Thanks a ton InDWrekt!! This is absolutely exactly what I was going for! I'm just getting back into game design two years later to try to finish a game I put a lot of time into a few years back. This radial experience bar has always been a bit of a hurdle so this is huge.

    Also thanks again for the original example oosyrag. You guys are awesome

  • Hi all,

    Is there a way to modify the math here so that this bar acts like an experience bar? With 0 being fully masked and, as experience increases, it unmasks from the top clockwise. I'd really appreciate your help! I've been fiddling with it for a while and can't quite figure it out. Thanks to oosyrag for the original post a year ago. I've been searching for something like this forever.

    oosyrag

    I agree with the previous post's suggestion of just making animation frames.

    But here is an over engineered solution for fun - dropbox.com/s/o2hi951wzoquaoe/circularcanvasmask.c3p

    You can turn off the blend mode on the canvas object to see how it renders. You could also probably draw the circle itself with another canvas if you wanted.

  • Hey guys! Thanks a ton for all of your replies. They were all extremely helpful, and I kind of combined all of your suggestions into something that works really great!

    I have a global variable that resets every 10 points and then chooses the value of another variable at random (the BG_Picker). The rest you can see in the image below. Definitely couldn't have done it without your help!

  • Hi! I'm not sure how complex this issue actually is, but it's one that I've been struggling with for a while. In the below screen shot, you'll see my current background rotation setup. I change to a particular background in direct correlation to what the player's score is, or what "stage" they're on.

    My question is, how can I change the background randomly at each stage interval (or every 10 points)? The main obstacle I'm having with this is that if they are random, I have no way of identifying the previous background to fade out.

  • Hey, thanks Whiteclaws! I really appreciate the advice.

    Do you think it would be better to have 20 gradient background tilemaps (1x1080 each that i stretch to 1920x1080) or 1 sprite object for the background gradient with 20 animation frames (1x1080 for each frame)?

    Thanks again

  • ~bump

    still struggling with this if anyone has some advice

    thank you!

  • Hi! I'm developing a mobile game and have an issue when transitioning from the "Start" layout to the "Game" layout once exported to mobile through an .apk generated by Cocoon.io. The transition from Start to Game is speedy while testing over wifi, on both Android and iOS devices. However, once the game is loaded through the Google Play Store, the transition is slow, lasting from 2-4 seconds after the play button is clicked on the Start layout. I haven't tested through the App Store yet as I haven't bought an Apple developer license.

    I believe the delay is caused by the destroying of ~40 objects "On start of layout" in the Game layout, but I'm not sure how to get around this. As far as I've read, they have to be included on start up to avoid jerkiness from loading in mid-play.

    I would greatly appreciate any advice or help!

    Thank you!

  • Hi, thanks for your reply.

    An example could be:

    On condition -> Create object on layer 0

    Whenever I add a layer below layer 0, the new layer becomes 0 and the old layer becomes 1. However, in the event sheet, the event still says

    On condition -> Create object on layer 0

    I'd like know if there's a way to make all of the events that refer to 0 start referring to 1 after I add the new layer

  • Hi, I'm having a problem where I have most of my main objects on layer 0, and I'd like to add a layer below that layer. This makes the new layer 0 and the old layer 1. Is there a way to have all of the events in my event sheet refer to the objects in their correct, new layer 1 instead of layer 0 in a way where I don't have to change each event by hand?

    Thanks!

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  • Thanks for your response elafreat! Your information has resolved my issue. I'll go with a resolution of 1280x720.

  • Hi, first thanks for taking a look into my question.

    I'm new at game development, and I'm wondering if there's any major reason not to have a layout/window size of 2560x1440. I was also wondering what the optimal configuration settings (High DPI, Downscaling type, etc) are for this resolution. I'm using smooth vector graphics.

    My game is very basic asset wise, and so far I haven't had many glaring issues in testing on mobile devices. The background is only a color, and many objects and obstacles scale organically from 1x1 px. to keep video ram usage low.

    Are there any pros to having such a large window resolution? Is it worth changing at this point? I initially set it there to accommodate android devices and desktops/tablets, and it would be a possible albeit lengthy process to resize the main graphics and change the coding accordingly at this point.

    Thank you again for reading!

  • 12 posts