tgeorgemihai's Forum Posts

  • Just when I've taught I have solved it, it just got more confusing <img src="smileys/smiley5.gif" border="0" align="middle">

    Ashley , can you help me with this problem ?

    I've set the Layer's Scale to 1 (no zoom) and Layer's Scale Rate to 0, but the blocks are still scaled <img src="smileys/smiley6.gif" border="0" align="middle">

    Is there a way to stop the scaling an object ? Or Is there a formula that can help me calculate the current scale regardless the resolution and aspect ratio of the window ?

    Here is my test capx file: Transition_Test.capx

  • lucid

    BluePhaze

    I've done my <font color=gray>research</font>, but I still need some <font color=blue>answers</font>:

    <font color=gray>- Can the Spriter animations be used without problem in C2 games and work as normal C2 animations ?</font>

    Tested some demos, works nice <img src="smileys/smiley1.gif" border="0" align="middle" />

    <font color=gray>- Will the games work as expected on all browsers that support HTML5 and XML/JSON ?</font>

    Online demos works on Android (Dolphin and Chrome)

    <font color=gray>- Are other engines in which I can use the Spriter animations (.smcl) ?</font>

    Now that I think about, I only use C2 so is not that important for me (at least not for now)

    <font color=blue>- Can I customize the character ? The game will be a MegaMan/Castlevania type where the character's appearance changes based on the powerUp/weapon equipped (also to add items like a sword in hand based on a specific powerUp).</font>

    I've seen the skins, but what about adding or removing items/weapons ?<img src="smileys/smiley29.gif" border="0" align="middle" />

    <font color=gray>- Does Spriter comes with default animations/skeleton for walking, running, jumping ... etc ?</font> The animations from the Basic Platformer Animated art Pack should do the trick for starters like me.

    I also looked at Spine, but I decided to go with Spriter because already has a C2 plugin, is cheaper at the moment (25$) and I don't need complex animations (only run, slide, jump, shoot, jump and shoot ... etc).

    Just, out of curiosity, what are the advantages of Spine ? I've seen that is more expensive (60$ at the moment). <img src="smileys/smiley2.gif" border="0" align="middle" />

    New Question:

    <font color=blue>Does Spriter support multiple textures quality/resolution ? Is there a function that can do this, or is done by choosing a skin that has Low/HD textures ?</font>

    After what I've seen, maybe I'll use Spriter in my current project since is not using WebGL (for compatibility issues). The effects from Game Effects Animated art Pack are wicked cool <img src="smileys/smiley32.gif" border="0" align="middle" />

  • lucid

    I was planning to buy and use a 2D animation software after finishing my current project (Bounce Line Arcade) but I've seen that the 25$ price will be only until the release of the full version, so I will buy it the following days. <img src="smileys/smiley20.gif" border="0" align="middle" />

    But before that I want to confirm the following:

    • Can the Spriter animations be used without problem in C2 games and work as normal C2 animations ?
    • Will the games work as expected on all browser that support HTML5 and XML/JSON ?
    • Are other engines in which I can use the Spriter animations (.smcl) ?
    • Can I customize the character ? The game will be a MegaMan/Castlevania type where the character's appearance changes based on the powerUp/weapon equipped (also to add items like a sword in hand based on a specific powerUp).
    • Does Spriter comes with default animations/skeleton for walking, running, jumping ... etc ?

    I also looked at Spine, but I decided to go with Spriter because already has a C2 plugin, is cheaper at the moment (25$) and I don't need complex animations (only run, slide, jump, shoot, jump and shoot ... etc).

    Just, out of curiosity, what are the advantages of Spine ? I've seen that is more expensive (60$ at the moment). <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • Anybody ? <img src="smileys/smiley24.gif" border="0" align="middle" />

  • C2 available on multiple platforms would mean more possible buyers but also slower C2 development and platform specific bugs or incompatibilities .

    I would prefer to see first Real-time online multiplayer, some sort of default Ads implementation and to be less dependent on 3rd parties for exporting of Android, iOS ... etc.

    Don't want to be rude but is really that hard to make a 60GB partition and install Windows7/8 on it ? Most applications that are available on Mac are also available on Windows <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Jase00

    Awesome music <img src="smileys/smiley20.gif" border="0" align="middle" /> Did you compose it yourself ?

    How did you made the drop-down Pause Menu ?

    Overall looks great but you should consider to add better graphics <img src="smileys/smiley2.gif" border="0" align="middle" />

  • LemonDROP

    Great graphic skills. <img src="smileys/smiley20.gif" border="0" align="middle" />

    What program did you use for the The Undefeated animation ?

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

    The integer aspect ratio will be very usefull for what I want. I will do the following: There will be 6-7 blocks on Height(in landscape)/Width(in portrait). Using integer aspect ratio I will calculate how many blocks I need on Width(in landscape)/Height(in portrait) in order to maintain the block's proportion (square-ish).

    But I've encountered another problem regarding Scale: http://www.scirra.com/forum/how-do-i-get-the-layout-scale_topic79444.html . Can you also help me on this one ? <img src="smileys/smiley1.gif" border="0" align="middle">

  • How do I get the Layout Scale after I change the window's size ?

    I am working at a game that should support more resolutions and orientations. The game have the default Window Size of 1280x720 (all my objects and actions are based on that resolution) and Scale inner mode. When I resize the window to 320x480, the layout is scaled down automatically (all the objects are smaller even trough their size/scale is normal). How can I find the value for that Layout Scale ?

  • e received a new shipment, and are accepting applications until November 8, 2013.

    Damn, late by just 4 days <img src="smileys/smiley19.gif" border="0" align="middle" />

    I've got my game rejected because it crashed during gameplay, no additional steps, no nothing ... It would be nice if you could test my game at least 15-20 min on real hardware.

  • I figured out what I was doing wrong: The size of the created objects was smaller then the actual object since the scale was smaller (smaller resolution = smaller scale).

    Also I realized that my method is kind of stupid. A simple solution is to create the same number of objects regarding the resolution and set the object's size (not scale) based on resolution (If I want 7 objects on row and 5 objects on column then the Object.Width will be WindowWidth/7 and Object.Height will be WindowsHeight/5). <img src="smileys/smiley2.gif" border="0" align="middle" />

    And the number of objects per row or column will be calculated depending on aspect ratio.

    Does anyone know how to calculate the aspect ratio (formula) ?

  • TELLES0808

    So I will have to find a workaround for the action Wait X seconds ?

    Also what is wrong with my loops that don't create objects where it should ?

  • I want to make an universal transition between layouts using blocks (create an array of the same object). By universal, I mean to work well on all resolutions and aspect ratios. At 16:9 it works good, but on other resolutions/aspect ratios does not work correctly.

    Here is the .capx file .

    Also, how do I make the System to wait 0.3s after each Block is created ? I tried to put the action Wait X seconds in the loop, but it didn't worked.

  • Editing the file index.html should do the trick.

    !-- All margins and padding must be zero for the canvas to fill the screen. -->

    <style type="text/css">

         * {

              padding: 0;

              margin: 0;

         }

         body {

              <font color="red">background: #000;</font>

              color: #fff;

              overflow: hidden;

              -ms-touch-action: none;

         }

              canvas {

                  ?touch-action-delay: none;

                  ?touch-action: none;

                  ?-ms-touch-action: none;

         }

    </style>

    Replace <font color="red">background: #000</font> with <font color="blue">background-image:url('your_image.png')</font> .

    More info here: http://www.w3schools.com/css/css_background.asp

  • With Construct 2 you can make almost any type of game as long it is 2D.

    Yes, you can make a "Daisy the Dinosaur" clone game, but before you can "run", you should learn how to "walk" first. Start by reading the manual and with this tutorial: https://www.scirra.com/tutorials/253/how-to-make-a-platform-game

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