twg's Forum Posts

  • You are the publisher, CocoonJS does not take any of your ad revenue.

  • Sorry I mean't personal version, I tried to re install, now I'm only getting the unable to open with some .capx files examples I've downloaded.

  • I was using the free version of C2 and just upgraded to an indie version and now whenever I download a .capx example from the forum when I try to open it I get unable to open .capx for unzipping. My .capx files I have created open fine, it's just examples downloaded from the forums. Any help would be appreciated.

  • eli0s thanks a lot that fixed it. I don't know if you can answer this but is there a way to check if the picking up 5 hearts event has already run once, so on the next 5 hearts that get picked up I can add 1 more to the health and set a new animation? At first I had it set up to hearts = 5 then +1 health and set frame animation, then hearts = 10 then +1 health and set frame animation, but since I am now resetting the hearts variable after 5 are picked up I don't know how to check if the event has already happened so the next time I pick up 5 hearts I can add health and change animation frame.

  • I have player with an instance variable "health" set to 1 on start, then I have an instance variable "hearts", which refers to the heart object you can pick up. I have it setup as Event>player>hearts=5>player set health to 2. So I pick up 5 hearts then the health changes to 2, that's where the problem is, the player can not take damage when the hearts count is still set to 5. The action is just keeps on repeating and keeping the health at 2 while the hearts instance variable is on 5. If i pick up one more heart making the variable count 6 then the damage to the player works as normal. How do I fix this?

  • I'm using webfonts on many layouts that are using the same font, is there anyway to globally target all the text objects that are using that particular font so I don't have to go through each layout and add webfonts the text objects individually?

  • Aphrodite I tried setting the animation to 15 frames then set the fps to 30 and the animation still is so slow on mobile Chrome.

    tgeorgemihai Not sure what you mean here, Delta time is already on the platform behavior isn't it?

  • I have a 32x32 29 frame animation set up on a player for the jump platform action, animation is set to 120FPS. Testing the animation on Chrome for PC everything runs smooth at 60FPS, when testing on Chrome for android the animation slows down a lot and does not complete before the player lands back on the platform like when I test on Chrome for PC. Construct says the game only uses 39mb memory, so I don't think it would be stressing the phone I'm testing on that hard(Galaxy S4). What could be making the animation lag behind on the mobile browser? Should I be making less frames in the animation when targeting mobile browsers? Is it the 120FPS setting?

  • Thanks for the quick reply, being a Construct 2 noob I was having a bit of trouble figuring out how to check if canClick was true, I thought it would be under an action for the player, but I figured it out, I just added the Is boolean instance variable set condition to my mouse click action event. Works great now, thanks again for your help.

  • I have the platform behavior Jump set to my left click as well as an animation. I want disable the left click while the player is in the air or falling so it won't play the animation again if the player clicks again while not on the platform. Thanks.

  • Thanks for the replies guys, it was actually an overlook on my part where I deleted the empty sprite on my other layout and didn't notice because it was behind my animation sprite. Roccinio, the pin behavior is working fine for me on a 100 level game with one event sheet. Colludium, not using global objects, new objects in every level, just got them all in one event sheet.

  • I have a blank sprite with the platform behavior with an animation pinned to it. It works fine on the first level of the game, but after completing the level and switching layouts, the pinned animation sprite disappears on the second layout. I'm using one even sheet for all the layouts with System>On start of layout>animationsprite>pin pin to>blank sprite(position and angle) . Is it possible to do this using only one event sheet or will I need an event sheet for each layout to get the animation to pin correctly?

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  • Based on the Webcam example in C2 I have a UserMedia object set up and when I press spacebar it snaps a picture from the webcam feed and loads into my sprite with Load image from URL(UserMedia.SnapshotURL). I want to add 3 more sprites where each time I press spacebar it loads the image from the webcam into the different sprites, say I have SnapshotSprite1,2,3 and 4, I press space then it takes a snapshot and puts it in 1, then I press space again it puts the current snapshot in 2, and so forth. I have tried adding additional sprite objects, but I cant figure out how to target the different sprites with the current snapshot, it just loads the same snapshot in each sprite when I press spacebar. Any help would be appreciated, thanks.