dooley's Recent Forum Activity

  • I cannot get this .Capx to work in the XDK after Export.

    dl.dropboxusercontent.com/u/68726261/Follow%20Me%21.capx

    I don't see anything in here that will give me an error. I even rebuilt the .Capx from scratch, still will not work. The emulators just go to a black screen.

    I can run any of my other .Capx in the Emulators. Please, anything you might know that could help.

    Thanks in advance!

  • If this is already somewhere, please point me in the direction. I was unable to find it myself.

    I am wanting a "Drag & Drop" event to draw a line between object. BUT the line has to be drawn as I'm dragging the Mouse(Touch) around the sceen like in the example below....

    dl.dropboxusercontent.com/u/68726261/line-example.png

    sorry, not sure how to post a pic in the forum.

    Thanks in advance!

  • blackhornet

    You are a genius! Thanks so much, I figured it was something small like that.

    Thanks again!

  • Kyatric

    Capx

    If you set the "Controls" layer to 0,0 parallax it will not spawn properly in the bottom half of the screen. The conrols need to be able to spawn and scroll no matter where the "Player" is on the screen, and stay in that position until the user stops touching the screen.

    This is meant to be a "floating" control pad, so no matter where on the device the Player touches it will show up. I just can't get it to "anchor" in the relative location and "follow" the scroll effect. It either does not move, or with "Every Tick" it seems to "race" the Player sprite.

    Thanks in advance.

  • If this is answered somewhere I apologize and please point me in the right direction.

    I have created a "floating" control pad that appears whenever the player touches the screen. It also moves the Sprite in the direction you touch, as it should.

    The layout is a square 1024 x 1024, with a 512 x 384 Screen Size, this works perfectly on all the test devices on the XDK site.

    Where i'm running into trouble is, this is used in a "Scroll To" Ghost Shooter type game. I cannot for the life of me get the controls to "stick" in one spot while the screen scrolls along the layout.

    If I set the "Controls" layer (Layer with the controller in it) Parallax to 0,0 the controller will not spawn below the halfway point, ie: Player sprite begins at the bottom of the layout.

    Is there a way to keep the Controller Sprite in a relative screen pos w/o fiddling with the parallax settings?

    Thanks in advance.

  • AFTER I have my .ipa file (on PC) how do I upload that to the apple store?

    Can it be done from my PC, or do I need to go back to the Virtual Mac to actually do the upload?

    Thanks in advance.

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  • Thanks alspal. I had just finished reading that tut when I got your response. I'll just design bigger and the let the gpu handle it from there!

    Thanks again!

  • If I made a screen size of 512x288 (32x32 tiles 16:9)... How is that going to show up on a tablet that is 1024x768?

    1. Are the graphics gonna be "zoomed in", causing poor quality?

    2. Will there be tons of negative space, ie: huge letterbox borders?

    Thanks in advance!

  • Yeah, I think i'm gonna go with Dictionaries, Nice call MadFactory!

    Thanks a ton. They seem equally as simple to save via webstorage as well, thanks again!

  • I have 60 Global Vars for keeping stats that I use on an Achievements page in the game.

    Is it possible to use a single Array instead of 60+ Globals to keep track of stats? It sure would be simpler to save ONE Array instead of 60+ Global Vars.

    Thanks in advance!

  • Ok, so... after looking over the forums I'm still a bit confused about how to make big area maps / dungeons. So here's my question...

    If I have a 1024x1024 sprite sheet, containing 1024 (32x32) images. I drop that into ONE sprite, chop it into 1024 frames.

    CAN I...?

    1.) add ONE blank frame to the sprite, "clone" that sprite to fill a   1024x1024 layout?(thus having 1024 "empty" 32x32 tiles)

    2.) add an instance variable "Frame" to the sprite, then set the variable in EACH of the cloned sprites to whatever number corresponds to the "tile/frame" I want to display?

    3.) use an Array to display the frame based on the variable?

    I know I CAN DO all 3 of these things, but will that harm / hurt the game based on file size or performance?

    Any thoughts, links, or previous posts would be wonderful! Thanks in advance for any help on this.

  • I found late last night keepee that I could <CTRL> Crop the images to get rid of the auto transparent border. Works like a charm now. Thanks for the response!

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dooley

Member since 24 Feb, 2012

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