Jayjay's Recent Forum Activity

  • To avoid the image editor I'd recommend using the free Paint.NET to save transparent PNG files, and then importing them into animation frames.

    Hopefully the editor will still let you set hotspots and action points without wrecking the image.

  • smu1215, unfortunately the true Fullscreen mode is likely to not work properly or cause bugs, although it's less buggy than the built-in level transitions from what I've seen.

    In the case of fullscreen, you might be able to set window size dynamically (not tried this yet), and for level transitions only use events and sprites/etc.

    Edit: Here's a forum post with some helpful notes on fullscreen

    http://www.scirra.com/forum/topic63779.html

  • Potzero, sorry I haven't had much free time lately. The code is nearly identical to the free Construct Classic version if you can install version R2 of that: http://www.scirra.com/forum/topic48884.html

  • TheDragonfly, Thanks! <img src="smileys/smiley4.gif" border="0" align="middle" /> Looking forward to seeing the games you produce <img src="smileys/smiley1.gif" border="0" align="middle" />

    As for transferring art, Paint.Net is a great free tool but as long as your program exports to PNG's with transparent backgrounds you can then import images with transparent colors into Construct.

    For solid colors, you can also copy images from MS Paint as long as the background is RGB color (255,0,255) which is a bright pink instead of white (as this is what Construct Classic uses for backgrounds).

  • unitedcommand Thanks for the feedback :) I'm definitely planning to put those features and fixes in the game when I have time for the next release. I was sure I put purchases at >= though, so I'll do more testing in the next build too.

    Not sure about "Victory Condition" though, do you mean to show it in text, or have an option to win by destroying all units instead of just their fort?

  • Glad to hear! And here's an image of what I mean to instantly move a physics object as of R1.2 and up:

    <img src="https://dl.dropbox.com/u/4714446/ExamplePortalMove.png" border="0" />

  • Yes, for "teleporting" objects you'll need to do that in events sorry for the confusion!

  • Ah I see, you might need to make a 50% smaller object attached to each enemy and set it to solid. To do this, create the sprite and put it in the "Container" of the enemies, then in events "Always" put the action "[collision sprite] set position to enemies".

  • Ah yeah, I remember somewhere between the 0.99's and 1.0's there was a change in the Physics engine (maybe an entire switch from Newton to Box2D?), but it should work the same after you lower your values down.

    To move a physics object now as of R1.2 you can store the old X and Y velocity, disable the physics behavior, move the object, then re-enable it and set the X and Y velocity to the previous value.

    Also, there is a layout size limit of 20,000 in each direction for the physics engine I think, otherwise the physics objects will just stop.

  • If you have experience in Flash, try the FlashJS api/engine to code HTML5 games with ActionScript syntax. Here's the website: http://flashjs.com/

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Jayjay

Member since 18 Mar, 2008

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