vee41's Recent Forum Activity

  • Would using a different type of loop make a difference?

    Nope. Select your repeat event, and press B. It will create black sub-event for the repeat event, now you can add whatever you wish to that.

  • vee41

    love the face of your evil sprite ^^ And I learned something from your capx too, so thanks ! (btw, you have a space at the end of your link making it broken)

    Thanks! Fixed the link :)

  • Here is an example how you could do it. The sprites can 'infect' non-infected sprites. Basically what happens, is that the collision event has both sprites selected and you'll just need to determine what to do with each one.

    Evil Sprites Example

  • or I have a better question <img src="smileys/smiley17.gif" border="0" align="middle" /> how are "they" gonna check whether I made more than 5000 USD ?

    What if I publish a game with C2 Personal Edition >> people will like it >> and sudenlly I will make 6000 USD for example.. or is there some limit or something ?

    There is a table with differences between the editions: scirra.com/store/construct-2

    They cannot check anyway if you've made over 5000USD, it's up to you to keep tab of that and purchase the business license when you've gone over the limit.

  • Search is your friend, just looked for same thing yesterday:

    scirra.com/forum/anyone-know-where-to-get-good-free-spritefonts_topic69936.html

    Check the 3rd post.

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  • I'd create single objects, with different cards as separate animations/frames. You could for example have animation Spades, hearts etc. with cards at frame numbers matching to the cards value. So Spade to would be at animation "Spade" at animation frame 2 and so forts. No need to use any other variables in that case, as you can see the value from animation frame.

    If you decide to use arrays to handle decks and whatever, you should have array for each player(or dealer) that has the cards of that player. Thus checking the cards player has would only be going through that array.

    Hope these random thoughts give you some ideas :)

  • Once complete we'll release for free to the community.

    Hooray! :)

  • First, you'll need to save your project in project format instead of a single .capx file. This can be done from the menu of construct 2, 'Save as project'.

    After that you can create your text file and import it to construct 2 by right clicking projects 'File' folder and selecting 'Import file'.

    <img src="https://dl.dropboxusercontent.com/u/19921470/projectFiles.PNG" border="0" />

    Now the file will appear in your project folders 'File' folder.

    <img src="https://dl.dropboxusercontent.com/u/19921470/projectFolders.PNG" border="0" />

    You can now use external editors to modify those files and changes will be reflected in the game every time you load the file :)

  • Probably a good idea. :)

    Meanwhile, here is a screenshot from one of my projects. It loads array of data from a simple text file(json format):

    <img src="https://dl.dropboxusercontent.com/u/19921470/ajax.PNG" border="0" />

    Here are contents of the text file:

    {

    "c2array":true,

    "size":[5,7,1],

    "data":[ [["Bob the Builder"],["He builds things."],[1],[2],[10],[100]],

    [

    ["Ben the Builder"],["He builds things."],[1],[2],[10],[100]], [

    ["Bill the Builder"],["He builds things."],[1],[2],[10],[100]]

    ]}

  • CPUsage for small projects, without WEBGL ON, is so low, giving you no problems about it. But for large projects, you would assume that.

    I've had noticeable differences with around 60 objects, even with webGL enabled. Usually it's simple to optimize it so that you don't need to reorder every object every tick. :)

  • >

    > Every tick

    > for each ZOrder (sort by Y ascending)

    > .. ZOrder move to bottom of layer

    >

    > This can (and should) be optimized a bit if there are lots of objects.

    Thanks. This did the trick. So far is really slow (it hangs), but I?m gonna tweak it for a while and see why is that, and how can I fix it.

    One way is to only calculate it for moving objects, not for every object. Usually Zorder only changes if objects move, thus saving lots of processing stuff.

  • There is a nickname plugin that could probably do what you want. Easier solution would be to have one button object with multiple animations and differentiate button types by that. That is how I usually handle button stuff :)

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vee41

Member since 12 Apr, 2012

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