Kyatric's Recent Forum Activity

  • You probably want to add the behavior "ScrollTo" to your moving object.

  • I'm not sure to understand but have you tried to click "Make 1:1" in the properties of the sprite ?

    You might have to do it in every layouts anyway, but it's just one click, and at worst you probably could include an event sheet with a "on start of layout" event and an action "Sprite set size: Width = Sprite.ImageWidth; Height = Sprite.ImageHeight"

    This way, on start of the layout the sprite will automatically be put to the size of the texture it is displaying.

  • Yeah, it's surprising how the rest of the world can be mislead and use the wrong type of keyboard <img src="smileys/smiley4.gif" border="0" align="middle" />

    Added to the how do I FAQ by the way, cool little trick.

  • The thing you downloaded is just a plugin/behavior template, to give you a quick guide/starting files to make either a plugin and/or a behavior.

    If you want to make a plugin, be sure to only unzip the "Plugin template" folder into your "exporters/html5/plugins" folder. Else go for the "behavior template" in the "behaviors" folder.

    If you now launch C2, you should be able, in the "Insert object" dialog, to see a "plugin template" object that you can add to your project.

    As it is though, this plugin won't do much.

    You need to open the .js files in a notepad and edit them to add the relevant code.

    That's where the SDK manual (the link in Ashley's post) really comes in handy.

    I hope this helps you getting started.

  • Could you please post a screenshot ?

    Depending on the computer, the game doesn't appear as blurred.

    And it's also strange that it only happens on export, once in the arcade.

    Could you check for the type of sampling for your project, if the property "Pixel rounding" is set or not, and finally make sure you're graphic card drivers and browser are up to date ?

  • Add a mouse object to your project and use the condition "On object clicked" and chose your "Text" object in the list.

    Then the action is still a "System: go to layout", as you already did with the button.

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  • Thanks for the kind words guys.

  • I've just noticed in FF and Chrome that clicking the "Upload a capx" link in the "Edit Game" section of an uploaded example of mine did not work.

    In chrome, there is just a quick loading time, without any pursuit.

    In firefox it takes directly to a "Firefox does not know how to execute this URL" page of Gecko itself.

    In firefox though, for a second before going to that page, I see a dialog with what I guess is a disclaimer.

    Tom: The link is "javscript:void(0);" and should be "javascript:void(0);"

    Modifying it in firebug allowed me to upload my capx.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • My guess rather goes to the canvas plugin.

    Mobiles have a different rendered than desktop browsers.

    CocoonJS and DirectCanvas (appmobi) apply some self renderer when converting the application, I'm not sure R0J0hound's canvas plugin is meant to work on mobiles.

    Knifegrinder: could you confirm if you were using the custom canvas plugin and still managed in having the app running on mobile ?

  • Mazzran: I don't know if this is how you resolved your issue, you have a "Reset dialogs" button in the preferences dialog.

    Ashley: maybe adding a shortcut to the "Reset Dialogs" button in the "Quick Access Toolbar" could help ?

  • There are several ways.

    One of them could be to display the cards as an animation which animation's speed changes over time.

    Like in this commented capx.

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Kyatric

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