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  • Families are a good practice but in this case the system is being strained by the fact that it has to parse each individual layers parallax setting and YES, repeat the event for each tiled background using different bullet speeds for each tiled background to create the parallax effect. Generally parallax settings are for use on tiled backgrounds that are NOT moving with behaviors like "bullet" and are at fixed positions.

  • If you look how I fixed your example, it now has an x in the condition. Right click on the condition and you'll see the option "invert". To invert a condition means when it's opposite it is true. In your case it means when "Is scored" is false.

    Another point to note is in your events you set the "is scored" to true but in this case that isn't needed because every time a new sprite is created, it's created with the value of false. If the situation was different and the same exact sprite stayed on the layout, then changing it to true at the of the events would be appropriate.

    Understanding how to use variables takes a little time to get your head wrapped around them. Your on the right track and I'm sure with practice you will learn to use them successfully.

  • You might want post this on the html5gamedev forums http://www.html5gamedevs.com/.

  • I built a game out of the same sample project and did the same thing without issue but, don't put them on separate layers and don't use families. Put them all on the same layer and simply give them each a different speed to create the parallax effect instead of separate layers with different parallax values. Should work fine without any performance issues.

  • Check your graphic in a graphics program. It's usually caused by the fact the graphic does not completely cover the canvas area and just stretch it slightly to cover the whole canvas.

  • You just had to invert the condition ( Sprite > (x) Is Scored ).

    I attached fixed project.

  • Yes. You can clone or create a new sprite. Whenever a condition is met that changes the initial sprite, also ad an event to change the cloned sprite to the same animation. The cloned sprite should be invisible. Then when the user clicks on the main sprite for the info, set the clone to visible.

  • There are a few tutorials and search the manual, that cover improving performance. You should always do a search.

    Here are a few to get you started:

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/manual/34/best-practices

  • Paste the following JavaScript in the <Body> tag of the index.html file

    <!-- MY CODE START -->

    <script>

    if(navigator.userAgent.match(/Android/i)){

    window.scrollTo(0,1);

    }

    </script>

    <script>

    // When ready...

    window.addEventListener("load",function() {

    // Set a timeout...

    setTimeout(function(){

    // Hide the address bar!

    window.scrollTo(0, 1);

    }, 0);

    });

    </script>

    <script>

    function hideAddressBar(){

    if(document.documentElement.scrollHeight<window.outerHeight/window.devicePixelRatio)

    document.documentElement.style.height=(window.outerHeight/window.devicePixelRatio)+'px';

    setTimeout(window.scrollTo(1,1),0);

    }

    window.addEventListener("load",function(){hideAddressBar();});

    window.addEventListener("orientationchange",function(){hideAddressBar();});

    </script>

    <!-- MY CODE END -->

    It covers several triggers that should remove the address bar.

  • Importing a sprite strip is for standard sprites. Check the manual for how to import tile maps.

  • Look in C2 sample projects. Start a new project and select the "Ghost shooter (rain demo)". I think you'll find what you need in there.

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TheDom

Member since 7 Jul, 2012

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