Ugotsta's Recent Forum Activity

  • As with the above, I'm sure there's a totally reasonable explanation and I'm sure Scirra will want to remedy the situation. But seriously, the forums isn't the place to voice such an issue. This is a billing issue after all, not a support or forum-related thing.

    Companies generally provide a Contact page for such issues and Scirra has one at the following: Contact

    Personally, I think this thread ought to be removed and further communication done via email with Scirra support.

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  • There was a javascript project I came across recently that makes good use of multiple, resized browser windows and I think it's nice to be able to do the same with C2.

    While I don't think the multiple windows would be possible in just a single C2 project, I think it'd be possible to use the Call Javascript plugin and Window.resizeTo to resize the browser window.

    EDIT: Sorry, just realized this can't be done so easily. The method won't allow you to change the size of the main window, but it can be used to create a new window and alter its size.

    developer.mozilla.org/en/DOM/window.resizeTo

  • Seems like what you'll want to do is a for loop using your Lives variable. You can create a new sprite and position it next to the last one within your loop.

    You might want to do that in a separate event sheet, where you can first delete all the existing sprites, then create new ones within the loop. You can then call that event sheet whenever a change is made.

    There are other ways, that's just one.

  • Hmm, do you have WebGL enabled in your game? If so, are the browsers you're testing through WebGL enabled?

    You can check here:

    http://doesmybrowsersupportwebgl.com/

  • You could draw lines with either the SVG Canvas or the Canvas plugin, but the problem is that you won't have collision detection with them, not currently at least.

    I think it's best done with Sprites for now.

  • septeven that's a great solution, one that didn't even cross my mind, though I've toiled with CallJS. Thanks for that!

    And yep, I'd love to be able to easily get the focus back to the canvas.

  • The link I gave was from YouTube. Here's the bare link in case you're able to somehow use it.

    youtube.com/watch

    Barring that, you could try searching Google for "How to make a transparent image in Paint.net". There are a lot of links under that search.

    I found the following with a quick search and while it's a forum discussion, it's all relevant and the initial example seems to explain it well.

    http://forums.getpaint.net/index.php?/topic/12196-making-backgrounds-of-images-transparent/

  • Someone else around here may know better, but you could always create a global variable and use that variable to record which level the player is on. Given that, you could simply use the System -> Compare variable condition to see what level they're on.

    There may be a system expression to get the current layout though, I can't recall seeing one myself.

  • I believe what you're looking to do is create a semi-transparent PNG. PNG graphic files utilize an "alpha" value for each pixel in the image. That alpha value represents the degree of transparency of the respective pixel, the degree to which you can see through it.

    That said, here's a quick video on how to get total alpha transparency using Paint.net. You'll need to save to PNG format for it to show in your C2 project.

    [TUBE]cdFpS-AvNCE[/TUBE]

  • Wow, nice one! Hard to believe you made this in Construct. It's along the lines of what I'd like to do with Construct 2, creating a modular audio platform of sorts.

    Really hope to see a robust and widely accepted audio API for the web soon, then integrated in C2.

  • If you're referring to a rendered scene from 3DS Max, you could load export in either JPG or PNG format then import the scene as a Sprite in Construct 2.

    As for a preferred format, I tend to go with PNGs (which are generally large in file-size but higher quality), then make adjustments later if the loading time is a bit slow.

    JPG is a compressed format and you'll lose a bit of quality with it, but you could always start with a high-quality PNG and switch to JPG later if loading times get to be an issue.

  • Interesting bit about the Sinclair, I learned BASIC programming on a Sinclair. I remember quite a few early cave shooters too, they've been around for a while. They tend to remind me of Sopwith, one of my favorite classics.

    The cave shooter you first linked to could be easily done with variously shaped polygon Sprites. The second though, that'd require a bit of creative shaping of the Sprites, but fundamentally it'd be the same, just variously shaped, though textured, polygons.

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Ugotsta

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