Somebody's Forum Posts

  • Ashley - it's applying only the first frames poly. Which, in an animation is hardly beneficial.

  • Looks perfectly fine in Chrome for me. You may check that you haven't zoomed in or out just a bit to be sure. Press Ctrl+0

  • Polygon is already there, it's the second option to the left, right under hotspots.

  • Ah, you didn't mention the close and open layout thing. Yes, it does become empty. So weird...

    Also unselectable. Hope Ash takes a look at this.

  • What indeed.

    But if the question is how to display points using a text then the easiest way is probably making a global variable like "Points" and then an event like "Always: Text Set Text to Points"

    And just Add Values to the global variable points as needed.

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  • Do it like this:

    <img src="http://images.devs-on.net/Image/BR2gAHO5g1pIkkw-Screen1.png" border="0" />

  • Pretty neat animation you have there (I would recommend rendering it at 1:1 pixel size, though, your game will take forever to load with these detailed animations at twice the size or more).

    Anyhow - took me a while to get through your events, but here's what's up:

    <img src="http://images.devs-on.net/Image/YTQO6n2BGncvmIG-Screen1.png" border="0" />

    The bullet behaviour wasn't giving it an angle so any angle-based events weren't happening. And then you'd have to check the angle and flip as necessary. Just do the same events as shown in the image and it should be ok.

  • Your game logic seems totally doable in C2. Just need some more variables and extra checks.

    Sprites can have collision polygons, it's the second button to the left in sprite editor.

    I think the hardest part is just planning it out - implementing the logic and such isn't a problem really.

    If you have small quick questions the chat (button above these posts, to the right) is a pretty good choice, as long as you change the default "mib_******" name. :)

  • Decided to have a look at the unanswered topics today and made you a little example.

    First of all you'll need the rather neat Keycode plugin.

    And then get the CAPX.

    It has comments, but only deals with the main task of comparing keycodes. So you'll have to implement the game logic, timers, etc. yourself. In this case it's a simple example and will only properly work with standard latin characters.

    Good luck.

  • Yeah, can confirm that. For the future it might help if you post an unzipped capx file, since it's just an archive itself anyways.

  • Your text box is too small for the given text size - just drag it bigger and the text will appear in the editor as well.

  • Sounds like this HTML5 gaming thing is starting to get some (more?) steam: next-gen.biz/news/google-chrome-add-gamepad-support

  • I have had the same problem when rendering from MAX - it seems to store the gamma settings in the files, also some extra DPI info as well. When I import the files right into C2 they are often brighter AND the wrong size even when you click the 1:1 button. Meanwhile most other programs display them properly. I suspect the PNG importer is a tad too good in C2, taking into account too many options.

    Edit: +1 on the automated one-click generation of collision masks. When you have dozens of frames it's a real pita to go through all of them and generate new collision polies.

  • Max number - (Box.Width+Box.Height/4) ?

  • Video sure looked neat, gonna check it out.

    May not quite go with the style, but I get this feeling like some mild extra effects (like gradients and glow overlaid for lighting) could make it really pop when it comes to visuals.