warville's Forum Posts

  • thank you for the reply, let me be more specefique , i making a chat application , and chatter need all the features in textbox like changing the cursor position to correct a mistake , and need to copy and pas some text and links... you know , so i need the options that textbox gives.

  • You might need to make a plugin to do this.

    https://www.google.com/search?q=javascr ... 2&ie=UTF-8

    thank you , but i know i could get Js to do it , but the problem is i don't know how to make plugins , because i'm an artist mostly not a developer.

  • not on a text object, but if you set the text on a textbox, then copy/paste works as per normal... not a perfect solution but the best I've found.

    the problem is that i'm making the text as and intermediat for textbox , because i'm making the textbox to read-only mode because i don't want the default android keyboard to show and resize my app.

  • is there any solution to perform copy/past from clipboard actions on a text object ?

  • in the event-sheet right click , from the popup menu select add groupe , set it not active on start of layout.

    add whatever conditions and action as you want , and then activate the groupe when you need it , you can activate it by making action system.set groupe ctive "groupe1" = activated.

    don't forget to disactivat the groupe when it finish the job , add action like this in the end of groupe system.set groupe ctive = disactivated.

  • it just needs a variable name it Wave and add 1 to it each time theres a new wave , specifiy a groupe of event to spawn a specifique enemies types and number each time. and make a compare systeme compage value , if wave=1 ---> activate groupe "wave1"....

  • make the profile with the picture ( avatar ) and the texts to show the wins and loses.

    then test if the the value exists in the local storage , if it is the first time played , get the photo from the player , using the file chooser or using the user-media save the image URL to and another value for how much played , another value for how much wins , you don't need another value for loses because loses = played - wins.

    if the value exists already , just add the 1 to wins and 1 to played or don't add to wins if he lost.

  • is it random or what ? i mean every x seconds you spawn a different wave of random enemies or you want to specify depond on the wave number ?

  • please explain more! . to get a proper answer tell how did you make it ? using physics ? or Pine behavior ? .... or what ?

    and what is your problem exactly ? " i don't have a natural movement " isn't an explanation, because we didn't see how it looks like , only you do .

  • hey , i have built my own in-app keyboard because i hade a problem with the standard keyboard resizing my app and i don't want that to happen, besides it looks better with a own themed keyboard that fits the app theme.

    so my problem is : i want to prevent the default keyboard from showing when the textbox is in focus i can do that by

    changing the text box to Read-only that works, but that doesn't allow the user to copy, past , set the caret to a specifique position to add or delete a word.

    is there any solution to my problem ?

  • i didn't really understand : i hade many ideas :

    if you want to use the arrow as control button : just put it in a different layer and in the layer proprities set the parallax to 0,0 .

    if you want the arrow to follow the play , add Pin behavior to the button and in start of layout pin it to the player

  • first 50000 or 5000 is big , you are working on autorunner you don't need that layout size , and 140 object is too muc , read the tips below there is some tips that you might not finde in the performance tutorial :

    • manually make your collision polygons and reduce the points if possible.
    • don't make very big objects , i know when you are a begginer you just drop 2000x1000 image to be a backdround

    just split it for example the background for the sky used a tiled background using small 32x32 single color image.

    and the backgrounds element as sprites for examples the trees and clouds and moutains each one of them in a sprite , that would be usefull to make parallax too to make the game looks nice.

    • reduce the loops and timed events as much as you can , when you know the score will change only when action happens for example player passes an obstacle , there is no need to make everytick set text....that uses a lot of the devices resources with no need.
    • if you need an object with 64*64 size don't make 256*256 then scale it down in the editor thats not helpful to save the platform resources.
    • try not to make more than 20 sprites in a single layout. if you need something to be used in another layout don't make another oobject just use that one, to minimise the number of used assets and the app size and the loading time.
    • don't use text object use sprite-font instead.
    • some proprities are helpful , like pixel rounding , enabling opengl , not clearing background, fullscreen scaling.
    • try not to make more than 100 event in eventsheet.
    • there are some very helpful features in C2 like importing eventsheet into other layout. and making groupes and functions when you don't need some event tests to happen yet just put them in a inactive groupe and activate them when needed the same for function when you need some some actions to happen in my conditions just put them in a fonction and call it when you need it.
    • use as less physic as you can you know it need a lot of mathematic calculations.

    and finally in export process don't forget to compress Png even brute compression isn't bad C2 suggests normal compression because it takes less times i didn't have problems with brute compression. and don't export to phonegap it kills the game performance.

    when you make project be sure to do all the above and i'm sure it's going to be fine.

    ohh i mostly forgot , don't forget to destroy objects outside of layout or when it not needed anymore. some people spawn a lot of objects like in autorunner the obstacles will randomly generated and keep moving until they leave the layout view. it's not helpful at all t have 100 ojects keep moving to the infinity , and the apps makes the calculations for them while you don't need them anymore.

    i hope this helpful , i'm sure you have read the performance tips in the tutorial but i have mentoned other things that might be very helpfull too.

  • i didn't really understand your question !! you are making jump animation using frames rather than platform ?

  • well you can just reduce the polygones to the minimum, but leave it active , making disable collision actions, might use resources more than leaving it enabled.

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  • it's just easy , disable default keys , and make keyboard events , onkey is down -> similate control and do the action you want.