BadMario's Recent Forum Activity

  • Simple, have 3 sprite fonts, one white, one green, one red and display text accordingly

  • Game window of 450 x 800 for portrait or 800 x 450, 960 x 540 for landscape. Those are 16:9 HD tv ratios.

    Layout set to same ratio , but much larger size, real HD 1920 x 1080. full screen scale outer setting.

    On start of layout scroll to center of layout ( 960,540 ), create a guide sprite ( just a rectangle ) size it to your 450 x 800 or whatever game window size you use and place in the middle ( 960, 540 position ).

    Now have all of your content fit that rectangle.

    Outside that rectangle fill with background graphic or graphics.

    That seems to work for me, with the added benefit that you can play it at full screen on desktop too, esspecially if you are creative with your backgrounds.

  • Looks pretty good and 3 years is a long time so I hope it sells well and you make some $$$$$$

  • It should only be Touch object is in touch. You should not have to touch the player sprite to move ( then you cannot see him, he will be covered by your finger )

    That way you can touch the screen anywhere and player will move left or right depending on which side of the screen you are touching.

  • centerX is a variable you set ( you can call it something different ).

    That value would be middle of your layout. So if your layout is 800 px wide, then centerX would be 400. Then you just compare whether Touch.X is less or more than 400. If it's less then you are touching the screen on the left side, if more that is the right side and simulate left/right movement accordingly

  • Is touching should be a separate evnnt and should have subevents: if Touch.X < centerX simulate left, else simulate right movement

  • What you are describing is pretty easy to do, depending on what exactly it needs to do it may take a day or two to complete and test, but it is definitely within Construct's grasp and easy to do.

    What scirra should listen to is making it easy to monetize games. The only ad plugin they have is admob and there is almost no way to make money with html 5 / web games which is absurd ( unless you code your own ).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I usually append numbers to animations so you can use the same actions to control all of them. All characters and their animations are in the same sprite and named walk1, jump1, for character 2 walk2, jump2 and so on

    say you create a variable called select then target each animation as "walk"&select or "jump:&select

    For character 1 you would set variable select to 1, for character 2 set to 2 and so on

    It was suggested to me that one could use families for this too. Put all of your characters ( if each is different sprite ) into a family and then you can control all of them by using these same controls on the family.

  • Depends on your setup. but

    The simplest way is to Every tick > set balloon.X to balloon.StartX + ( Camera.X + Center.X )

    balloon.Startx is an instance variable and you set it at start of layout to each balloon.X

    So if your center is at 960 ( middle of 1920 x 1080 HD resolution ) your camera starts there.

    Now if you move camera 100 px to the right balloons will move 100 pixels to the left relative to their original position

  • My games run fine on early android. I don't know the details about how sprite sheets work, but I don't have trouble with the android versions.

    Have you tried Construct 2 files imported into Construct 3, then exported with runtime 3?

    Both, the original poster and I are encountering problems with that scenario. I am sure games started in Construct 3 will have a better track record when exported fron the same.

    Also the latest stable ( 148 ) still works most of the time, but the latest betas are a disaster with Constr.2 files, for me anyway.

  • Well, trust me, for me Construct 2 projects imported into Construct 3 and switched to runtime 3 do not work , especially in the latest versions. I could send you one game that exhibits most of these problems, it's about 25 MB capx

    Exported as runtime 3 today, does not load at all on my phone ( latest Chrome )

    Over remote preview none of the particles show up on mobiles, they do work on PC

    Continue button should fade in after loading is complete and my loader says 100%, but it shows up right away

    Screen shake triggered when power bar becomes full, but it should trigger only on TAP gesture when bar is full.

    I don't even know how to file this as a bug? Multiple issues here.

  • I listed problems I keep encountering. Whether that counts as well documented, I don't know. Stable version of Construct 3 ( 148 ) seems to be OK, but latest betas caused all those problems. There were some, mostly loading problems with stable versions too, seemed hit and miss.

    Using version 148 most of my games seem to work fine, but I am not 100% confident using runtime 3 with my games.

    And just to make sure everybody understands. These are all games started and completed in Construct 2, then imported into Construct 3 for export only. No 3rd party plugins used, only Construct 2 events and behaviors.

    Another thing I did not mention. If you are using sprite fonts in your Construct 2 project and then import and switch to runtime 3, you may have to alter settings/properties. Some sprite fonts look exactly the same, some look way off. I narrowed it down to the difference in the way runtime 3 treats first created instances of objects. It is not the same as runtime 2

BadMario's avatar

BadMario

Member since 3 Sep, 2015

Twitter
BadMario has 2 followers

Trophy Case

  • 9-Year Club
  • Forum Contributor Made 100 posts in the forums
  • RTFM Read the fabulous manual
  • Email Verified

Progress

12/44
How to earn trophies