vtrix's Forum Posts

  • i think thats a problem with you graphic card, have you updated you driver for graphic card?

    ps: just checked my icons on layer bar are also black/gray, maybe its an old tutorial, icons have changed..

  • use mouse plugin on click and add the timer behavior to the object

    on click- create object

              start timer 10sec "killme"

    on timer "killme" > destroy object

  • best to send a capx, could be couple things..., there's not really an alternative then this, you say its from a sample project, does the sample project has this problem, if not, did you set "force own texture" on the layersetting, if the sample has same problem, try updating you graphic card

  • thehen have a look at bejeweled, pretty crazy what they doing there, what is that? some kind of manual alpha's, overlays?

    bejeweld

  • <img src="smileys/smiley3.gif" border="0" align="middle" /> i guess there was a bug in my debugger <img src="smileys/smiley2.gif" border="0" align="middle" /> , now i can see them too

    there was an error in the appcache, , i thought that was the trick, invoking an error in the console to hide the sources

  • Ashley

    just something i noticed, first time i tested angry birds html5 with the debugger, you could check all there resources, meaning all there spritesheets

    so i was testing today and they did some smart tricks to work around that,

    im not able to view there spritesheets (and been looking for 30min)

    maybe something to look into as how to better protect resources

    angrybirds

  • OPG they are working on something to allow plugins,could be soon, so if it easy to use i would use it, anyway have you also considerd tmximporter with the tileprogram, you can search for it,.. have fun making your game!

  • the debugger should stand alone not depending on browser, i think like a floating ui ontop of game, with info and checkboxes depending of what you want to see

  • Tekniko

    everything seems to work fine, plays good...,

    i would make some animations faster, specialy run and maybe jump

    there is a bug when you walk and jump and continue walk, the animation stays in jump

    thats all

    edit: ow yeah more enemies, dont like that the bananas are just over my head in the beginning, i would just run into them sometimes. like the pop sound when jump on enemy, and maybe use the jumpthru behavior.

  • <img src="smileys/smiley1.gif" border="0" align="middle" /> 1*orig per row

  • +1 yes this would be a great feature/plugin, there's so much you can do with it

  • functions dont keep the objects that are selected when calling a new function, you have to pass them with a parameter and repick,

    parameter(0) = object.uid and then repick object.uid = parameter

    adjusting objects after creation should work (have no troubles with it)

    there is a special case now but i dont understand it

    ps: ok yes calling function right after creation loses the selected/created objects, but with parameter it works

    example

  • thx for this, its a nice plugin, i mostly have been using to test my events and debugging,just plug this in and you have onscreen feedback! And it looks good too.

  • if all are different sprites its 30* orig, if all the same its 1*orig

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  • +1 , i was thinking on this today (could be part of debugger set)

    chrome for example can check how long each .js part is taking to complete(but you cant make alot out of it)

    i guess it would be important to know what you want to profile and if its possible

    i think in unity you can check how much overdraw there is in the scene by colorstrength,

    others could be for example seeing just the collisionboxes..