WackyToaster's Forum Posts

  • Also you´ll need an apple developer account which is quite a bit more expensive than for the play store. And obviously all the services you might use that are tied to google (highscore lists and such) need to be adjusted for iOS.

  • You should report that there: construct.net/out

  • Why would you use a button for that?

    I'd say it's a bit of a trap for new users. You need a button and there is a dedicated button-object, seems like a reasonable idea to use it. Until you realize how restricted and terrible they are to use.

  • Yeah the moment you require different texture offsets and scalings it just turns into a mountain of work and number tweaking.

    Masking without the whole blend mode shenanigans would be very cool, but I would even be fine if sprites just had a crop top/bottom/left/right property. That would entirely solve the issue here. Maybe it isn´t even that hard to implement, but that one would be up for Ashley to decide.

    I´ve also checked out some video from Runeterra to see how they did it and they absolutely use two different images. It´s very quick and easy to miss. So as far as I can tell, they actually do not expand the image in the container.

    EDIT: Image...

  • I have a different idea: Tiled Backgrounds. It will take some tinkering with Image offsets and Image scales.

    drive.google.com/file/d/1rHEBKR8JWH4pwXJ_wzra-c4v1KlURtbJ/view

    If you do it this way I would recommend you entirely work out how this will animate at first with all the scalings and offsets. Once all the animations are down, you know exactly how big the final image needs to be and where the character has to be positioned on it. All further images have to conform to this guide, or you´ll end up having to do individual animations for each card, but I think that is a reasonable restriction to work with.

  • Generally you want to avoid using any of the form-control objects as much as possible, in my opinion at least. There are cases where you have to use them and cases where they work very well actually, but overall they just create headaches, mostly because...

    Try using sprites/9patch + "mouse - on object clicked" instead for your button needs. If you absolutely have to use the form-controls, you can only style them with limited CSS, see construct.net/en/make-games/manuals/construct-3/plugin-reference/button

    A last ditch option is to place a sprite of how you want the button to look like behind the button object, and set the button object to be at 0.000001% opacity. (Just 0% will not work)

  • This would be tough without a seperator. You could hardcode it and use left() right() expressions but that's no good.

    Ideally you can edit the server-side script that sends you the data. Either so it simply includes a space between or so that it is seperated like "John|my text goes here|there text goes here" and you use tokenat() expressions to pick the individual text snippets.

  • It can happen to pretty much any kind of software. People have done this with the Construct 3 editor itself.

    Now I'm really curious to see the copycat C3. How did it look like?

  • So based on the bugreport you use a dual-screen setup, so do I but I don't have this issue. You do mention that you detach panels to display on the second screen, I do not do that. It could have something to do with that.

    If bugs can't be fixed you'll need a classic workaround. In your case you can just try a different browser. Or possibly different hardware if available.

  • I vaguely remember this happening when trying something out with nw.js exports. As you said, it leaves processes running in the background that then prevent the game launching. So in theory, it should always work the first time after restarting the pc. Since I never used the greenworks plugin I doubt that it causes the issue.

    I found this 3 year old (and fixed) issue, it seems that may have creeped back in github.com/nwjs/nw.js/issues/6059

    And a newer one (I think there are actually several)

    github.com/nwjs/nw.js/issues/7122

    You could try the solutions from there.

  • All layouts have a global layer on top that I fade in before the layout changes and on the next layout I fade it out again. There is an animated Sprite on it that is timed so there is no visible cut when the layout changes, apart from a very brief stutter the moment the layout is loaded.

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  • You need to adjust the image points on all the sprite images so they are consistent and it should work how you made it.

    I would have the player and the grabber separated. The grabber could be a 9patch object so you can just change the height smoothly to make it expand up.

  • Sounds more or less like a classic Null-Object. I´d take that.

  • Check the layer properties, the layer may have a background set.