Eliclax's Recent Forum Activity

  • I've installed the Exo 2 font, and from what I understand, I have to load images of the each of the letters into the sprite font sheet to get it to work. But how do I actually get the images of the letters? Do I have to use the snipping tool? And is there any faster method to using other fonts?

    Thanks in advance!

    Eliclax

  • Well I thought I'd share a timer with 1 decimal place I made. I found that Construct 2 rounded off a number like 2.0 to just 2, which made the text jumpy. So instead of doing

    ""&floor(VAR/6)/10

    I resorted to doing this:

    ""&floor(VAR/60)&"."&((floor(VAR/6))/10-floor((floor(VAR/6))/10))*10

    The idea is that it finds two different numbers, one for the number of seconds remaining, and one for the number of 10ths of a second remaining in that second, then you insert a decimal point "." in the middle of the two numbers.

    So lets say you wanted to round a number of seconds into a format like 3.5 hours. First, you need to find out how many full hours are left. You can calculate that by rounding down the 'number of seconds divided by 3600', that is, floor(no_of_seconds/3600). You then need to find out how many 10ths of an hour are left in that hour, which is quite a bit more complicated. You need to find out the remainder of seconds when divided by 3600 - no_of_seconds-(floor(no_of_seconds/3600))*3600. Then you need to find out how many 10ths of an hour (360 seconds) that many seconds equate to - floor((no_of_seconds-(floor(no_of_seconds/3600))*3600)/360). And finally to finish it off, you string it together to get:

    ""&floor(no_of_seconds/3600)&"."&floor((no_of_seconds-(floor(no_of_seconds/3600))*3600)/360)

  • Of course, the alternative would be to test it on a mobile phone, but I want to know what's considered 'safe' before the ideas become too complex to implement. So I had the following questions in mind...

    What are some things to look out for when considering whether it will run smoothly or not?

    What are the norms these days for minimum requirements on mobile for a game? (mine is an arcade)

    Any additional information is appreciated.

    Thanks in advance!

    Eliclax

  • Save that variable in a dictionary. I have about 70 'global' different variables in one of my projects, but 50 of them are stored in a dictionary I call 'global'.

    On the start of the layout, add an event:

    global -> add key "call_restart_function" with value 0

    and also

    If global.get("call_restart_function") = 1 -> call "restart" function

    Then when they restart, add an event:

    global -> set key "call_restart_function" with value 1

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  • When I run the layout on Chrome or IE, it works perfectly fine, but then I use LAN previewing to try and preview it on microsoft edge, and it gives me this:

    (http://i64.tinypic.com/dnes9h.png)

    The game is supposed to be mobile, so firstly, should I be worried? And secondly, why does this happen/how can I fix it?

  • Welcome to text rendering where the font used and the results obtained vary from a browser to another.

    Though in your example what is not really obvious is if the character "<" and the word "Settings" are in the same text object ?

    My guess is they are not, and you are even possibly using a TextBox object in the mix which makes alignment even more difficult.

    Apart from correcting in the layout for each platform you are aiming to release on there is no solution I know of for such issues. Apart maybe using SpriteFont, but SpriteFont then bring their own set of difficulties and issues.

    Great......

    And btw, The "<" isn't a character, it's actually a sprite. Which probably explains why it stays in the same place.

  • Did you check Configuration Settings in your project properties? What's probably suspect in full screen scaling settings (try turnin fullscreen off completely, though), high-dps display, and sampling, besides maybe downscaling. As well as possibly Pixel rounding.

    I just tried changing all of those, one at a time, but unfortunately, nothing seemed to work.

  • I've been working around this recently, but I really want to know what I've done wrong (or if this is a bug - it probably isn't).

    Note: Just to clarify, there is no event sheet attached to this layout.

    So in the layout editor, this is what the layout looks like:

    But when I run the layout, this is what the layout looks like.

    It only happens with text, and it's very annoying - I've had to do this:

    To get this:

    Thanks in advance!

    Eliclax

  • Go ahead and try the following with the search button, although it's not entirely accurate: it doesn't follow the first rule correctly.

    We'll call the original state of the search button A, and the pressed (or in the case of the search button, hovered) state, B.

    If you click down on the search button, it changes from A to B. (well, in the case of the search button, if you hover over the search button, it changes to B, but I think usually, there's a different state for hovering over a button and clicking on the button)

    If you move your mouse away from the search button while still keeping the left click pressed, it changes back into state A, and if you then move your mouse back over the search button, it changes to state B again.

    If you release the left click button while your mouse is on the search button, it does the action (which is to search, in our case).

    If you release the left click button while your mouse is not on the search button, it turns back into state A.

    My question is, how can I simulate this with touch on Construct 2? (Obviously, there is no hover 'state', but there will be a touched state and a non-touched state)

    If my model of button clicking states isn't accurate, you can correct it. It's just based on what I've observed.

    Thanks in advance!

    Eliclax

  • Oh I see...yes letterbox scale would definitely have altered your experience...I mean the player is bounded to layout, so if you can see all sides of the layout at once, then there wouldn't have been a problem. The problem is when you don't want the black lines around the outside of the layout to appear on a phone, so you have to use 'scale inner' for the scaling method. Then one of the viewport edges is not the layout edge anymore, and that's when you have the split second thing. But anyway I'll try to change the ordering of steps and see what I can do

    And btw, you aren't even getting the full experience... if you tap with two fingers (impossible to do on a computer though) you'll bring up the upgrades panel, so you can then actually use the coins that you've collected so far Actually, I'll make it so that pressing the space bar works as well (that's what it used to be)

  • Did you try resizing the window and trying both the horizontal and vertical edges? You can only either exploit the vertical edge or the horizontal one at any one viewport size.

    Well basically it jumps out of the viewport for a split second before reappearing back inside.

  • Haha thanks! I've been working on this for quite a while now. In fact you can see versions from development stage under the name 'dodge' (that's what it was called back then).

    I've implemented your solution, and I'm glad to say that it works, so thank you!

    The only thing which could be better is the fact that the player renders before the new co-ordinates for the mouse mapping is set up, so when you try to move the player outside, it looks a bit like the HUD elements when resizing the browser, is this supposed to happen?

    Also, the game is set so that any finger (mouse) movements are amplified x2 (I'm going to make this sensitivity adjustable in the future). The offset doesn't have to be there, you can just release the finger (or click button) and move it around and it won't affect the player. You can then touch (click) back wherever it suits

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Eliclax

Member since 30 Apr, 2016

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