TELLES0808's Recent Forum Activity

  • You already know, you can create for the best quality, then, set the game to scale for the canvas size.

    For the best image quality always use PNG 32 bits.

  • Checking the instance variable is passing through the code.

    https://dl.dropbox.com/u/47035927/temp/instances.capx

    It's an propositional issue, but I was using it to check opened doors and the collision masks behind it, when the door with ID 1 is open, the mask with ID 1 is smaller, allowing the player pass through.

    Here's a video explaining the issue:

    [tube]http://www.youtube.com/watch?v=quFDfT8WMSM[/tube]

    I know, my English is terrible, but I'm working on it too xD

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  • Ashley

    I was playing with it, and when I did a small image with 2x2 pixels of size, and re-sized it to be a mask (with the transparent area around), but it blurred very much around the image. It maybe an issue if made automatically.

    <img src="https://dl.dropbox.com/u/47035927/temp/blur.png" border="0" />

    The blue horizontal mask is blurred, but it should appear like the vertical bar. And for tiled background, it will not happen, right?

    Instead of using sprites I should used tiled background, but didn't because of the origin points issue of the R100.

    Well, it's really hard to resolve, because it's very complex to make the engine place a frame around the images to blur, but if you place the image on the canvas and re-size, it will always blur proportional to the original size, re-sizing the transparent edge too.

    It's not possible to make the transparent offsets only on the exported mosaics?

    Also, thank you for the information, I'll workaround it by using tiled background if you make it automatic.

  • Ashley, by learning it, I might ask: - The imported images with no transparent offsets would have the issue about blending?

  • you're right, that was only another way to do it. Also, you can use family. Place all the pinned objects inside a new family for that object and then destroy the family.

    Many ways.

  • you can also store the an instance variable of foo too.

    http://www.scirra.com/tutorials/361/understanding-uid-iid-health-cards-and-rocket-smoke-trail

    If you place the bar on the screen, fill the instance variable "ID" with your desired ID, or, on creating it, set its ID on the same event.

  • Here is the video:

    [tube]http://www.youtube.com/watch?v=s6lD97BPdmo[/tube]

  • Feel free to use, they was made for an old game made with RPG Maker, so, they are based on the real cards and don't have rights ^^

  • I did this way:

    One global variable for each configurable key;

    Limit a text box to input only the set of keys configured before;

    Only one key per text box;

    Use the valor of the text box as the key of your keyboard inputs;

    But I think it can be done by many ways and my way is not the best one. Later I'm thinking in learn more about arrays and try to use an array to limit the configurable keys.

    If you still having trouble, I'll clear the code in a new sample file and share with you, because this is now intrinsic to very complex codes in my game.

  • I did a fast sample file using instance variable, preferring avoid UIDs and IIDs.

    construct.net/en/free-online-games

    R0J0hound

    Nice explanation, as always ^^

  • place the text box on the layer with parallax 0,0.

    The parallax is on the layer configuration window, on the left side of C2 by standard.

    If you don't know where your text is, click on it and see on the left side what is written inside the "layer" field.

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TELLES0808

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