ranma's Recent Forum Activity

  • when previewing over lan, the game works fine, but after upload to scirra arcade, the keyboard related events don't seem to work.

    what may help you is that when I press down / up arrow on a game exported from the r79, the page scrolls up and down as if the canvas doesn't have focus, which doesn't happen in games exported from versions prior to r79

  • in the event no2 add to, not subtract from pos_y. don't forget to adjust other events to match up with new direction.

  • great, thank you very much for a detailed answer.

  • wow, almost forgot about this one :)

    one more, will setting the animation speed to 0 for one frame only objects make a difference?

    also does setting a minimal triangle collision mask has an impact if the sprite DOESN'T collide with anything?

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  • wow, that solution was unexpected, but works great! big thanks!

    and will try to do that next time I will ask something. thanks again :)

  • please do, it's not browser's issue, as appmobi's emulator uses it's own sliders for testing device rotation, and the appmobi api that I currently use (so much pain) to pass device orientation to construct works perfectly, but that's not the way it was intended to use construct, right? :)

  • if game has a layout of 100x100 pixels and unbounded scrolling on, the fullscreen scaled option on, the set X to scrollX - windowWidth/2 should always position sprite on the left edge. If it should, this is a bug as it doesn't :) if it shouldn't this can be closed, but please, Ashley or if you can help me in the other thread, please do, would be grateful! cheers!

  • ok, and if you do check the unbounded scrolling on, what then? how to position the object the way that I want to from the start?

  • app mobi's emulator + android nexus one. works on neither.

  • no problem, have fun!

  • create a sprite and in the image editor you have the "Animation Frames" window, right click there and "import frames". there, select your gif.

  • Ashley am I missing something here? :)

    hat exactly is construct2 reading with accelerationXwithG? Is this property consistent across device with accelerometers?

    It's based on a standard so it should be consistent across all devices. More info in the documentation.

    does this work? why am I reading 0 with every accelerator value?

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ranma

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