tgeorgemihai's Forum Posts

  • Nice <img src="smileys/smiley1.gif" border="0" align="middle" />

    This is really useful <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Interesting name for an interesting game <img src="smileys/smiley20.gif" border="0" align="middle" />

    I really enjoyed the Mask section <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Nice <img src="smileys/smiley32.gif" border="0" align="middle" />

    Keep up the good work <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Switching from Canvas to Paster since Canvas has lower FPS when WebGL is enabled <img src="smileys/smiley24.gif" border="0" align="middle" />

  • Switching from Canvas to Paster since Canvas has lower FPS when WebGL is enabled <img src="smileys/smiley24.gif" border="0" align="middle" />

  • Construct 2 version 152 64bit works fine on AMD C60, 4GB RAM, HD6290, Windows 8 Pro 64bit <img src="smileys/smiley20.gif" border="0" align="middle" />

  • This might also help if you have touchable/clickable objects:

    http://www.scirra.com/forum/topic76876.html

  • if drawnline.count = nodes.count-1:

    pick nodes, nodes.number = 0 (or whatever you first one is): set next node x to nodes.x etc

    as subevent of the event where you set nextnode (which you should set to on touch start instead of is touching to save performance (even if it is very minor))

    all nodes connected:

    if drawnline.count = nodes.count-1: do stuff to show that game is completed

    (note: won't work if the line is supposed to skip inbetween)

    Thanks, but I've found a better solution for me: creating an End Node (counting the last node as the end node)

    Also, I tried "On touched object" instead of "Is touching object" before, but the results were not what I wanted: I've had to release the touch after reaching a new Node in order to progress to the next one <img src="smileys/smiley2.gif" border="0" align="middle" />

    Why not add an invisible dot at location one that can be connected from 6 in this example. then when that dot is connected go to your completion routine... window music flashing etc.....

    Thank you <img src="smileys/smiley1.gif" border="0" align="middle" />

    This is the "solution" that I thought first:

    "One possible way would be to create the last node exactly under first node and finish the game when the user connects the last node, but I don't like it (sounds like weak implementation)."

    Yes, making an End Node (counting the last node as the end node) is the best solution for me since the "drawings" will not connect always the last node with the first node.

    I was so fixed to connect the last node with the first one so I overlooked this possibility <img src="smileys/smiley2.gif" border="0" align="middle" />

  • After 1-2 days of work I finished my "Connect the Dots" game engine. Here is the online preview:

    https://dl.dropboxusercontent.com/u/187666202/ConnectDots/index.html

    The problem is that I don't know how to end the game (connect the last node with the first node).

    One possible way would be to create the last node exactly under first node and finish the game when the user connects the last node, but I don't like it (sounds like weak implementation).

    How do I connect the last node with the first node and complete the level ?

    Here is my source code:

    <img src="http://s17.postimg.org/z2dprbxhr/Connect_the_dots_c2_code.jpg" border="0">

    Also can the code be more simplified/optimized ?

  • Nice work <img src="smileys/smiley20.gif" border="0" align="middle" /> Great examples <img src="smileys/smiley32.gif" border="0" align="middle" />

  • You can use Android SDK's Emulator if you have a Medium-HighEnd PC:

    http://developer.android.com/tools/devices/emulator.html

    Or you can simply resize the browser's tab to different resolutions (you can find devices specifications on GSMArena, PhoneArena ... etc ). This plugin for Chrome browser should help:

    https://chrome.google.com/webstore/detail/window-resizer/kkelicaakdanhinjdeammmilcgefonfh

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  • Great Plugin <img src="smileys/smiley32.gif" border="0" align="middle" />

    Thanks R0J0houndR0J0houn <img src="smileys/smiley31.gif" border="0" align="middle" />

  • Hello everyone <img src="smileys/smiley31.gif" border="0" align="middle">

    My name is George Mihai and for a long time I've wanted to make video games.

    I've bought a C2 license a while ago and I already made my first game named Bounce Line .

    <img src="http://s23.postimg.org/s7nskriln/bounce1.jpg" border="0">

    <img src="http://s24.postimg.org/4mfls8ht1/bounce4.jpg" border="0">

    Play on Clay.io (19:6)

    Play on Scirra Arcade (4:3)

    Good luck to all of you <img src="smileys/smiley20.gif" border="0" align="middle">

    <font size="2">By the way, this is my 100th post on forum</font> <img src="smileys/smiley1.gif" border="0" align="middle">

  • szymek

    I've had the same "problem" ... I wanted to mentein the game's scale the same regarding the aspect ratio or resolution. The solution was quite simple (no math involved <img src="smileys/smiley4.gif" border="0" align="middle">). More info:

    http://www.scirra.com/forum/topic79444.html

    Also, you can do what you want by calculating the aspect ratio yourself:

    http://www.scirra.com/forum/topic79392.html

    Ashley

    Is there a way to change the scale mode during gameplay ? For example: I use Scale Outer, but if the layer is smaller than the Window Size, than change to Scale Inner.

  • Wow ... The solution was painfully simple <img src="smileys/smiley29.gif" border="0" align="middle" />

    After lots of attempts I realized that the solution was very simple:

    Make a square-ish Window Size and use the Scale Outer <img src="smileys/smiley36.gif" border="0" align="middle" />

    The game will have the same scale/size regardless the orientation of the device.