frozenpeas's Recent Forum Activity

  • Got it thanks

  • Where is this option? i want load gmae background from url but i dont know where find this event

    Add a blank sprite to the layout call it e.g. "photoHolder" and then within events select "photoHolder" and then select load image from url

  • Thank you will give it a try and report back

  • Great tool and thanks for sharing

    Feedback

    How do you scroll right - my array is 20 on the x and I can only see 8

    If you want to use this inside an external file .json you need to remove the double quotations marks and the quotation marks surrounding the whole results.

    Example

    "{""c2array"":true,""size"":[20,10,1],""data"":[[[""Crab""],[""Pig""],[""Frog""],[""....... would need to be: {"c2array":true,"size":[20,10,1],"data":[[["Crab"],["Pig"],["Frog"],["......... Win64 version Thanks again

  • Thanks Niko

    I am using Intel XDK and Cordova

    Which plugins should I select:

    1. File

    2. File Transfer

    3. Media

    Basically, I want them to select a jpg from their gallery.

  • I'm struggling with the fileChooser on my own project as we speak.

    I've noticed that how you export the project affects how the fileChooser works.

    I'm using Intel XDK to test it and have to include the file plugin.

    How are you exporting it to test on android?

  • Help me please... is it possible with file chooser?

    Perhaps

    1. Select FileChooser in projects window (right hand side of screen)

    2. Under properties for accept - type in .txt (left hand side of screen)

  • Using the file chooser.

    Works in chrome on windows, however when exported to android through Intel XDK I get this error when clicking the button: "unfortunately the process not.yet,specified has stopped" and the app crashes/locks up.

    I must be doing something wrong, but I'm buggered if I know what.

  • When using "Scale Outer" do the X,Y coordinates change?

  • Thanks

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  • When I import jpgs/pngs within sprites do I also need to import them to the project files as well.

  • Not sure I'm tackling this the right way.

    I thought that loading in a jpeg when required would make it quicker than trying to load in 100 at the beginning.

    If I put the 100 images within animation frames would they all need to load before any could be used.

    Basically which would take up less resources

    1. Load from uri jpgs within files folder

    2. Add all images as animation frames within one sprite

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frozenpeas

Member since 14 Apr, 2015

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