Thndr's Recent Forum Activity

  • If you preview often, then set one of them to the lowest time you're comfortable with.

    However I don't see why there couldn't be a checkbox if you want to have a backup when previewing.

  • This could also be another use of a tilemap plugin, as you can make "tiles" (letters).

    I made a custom webfont myself to replace the spritefont due to issues with it and potential want to throw my game demo on the arcade. I do understand the need for a more graphical approach towards some fonts though and if they had a tilemap plugin they could integrate mapping tiles to letters rather than tilenumbers for font support.

  • Yeah, C2 already has this capability with compare instance variable.

  • If you're going to have delays on actions, also set it as instance variable instead of the "Wait 1 seconds" condition. Guarantees each instance has their own timing.

    eg:

    Every Tick

    Add 1*dt to Sprite.Time

    if Sprite.Time=1

    Subtract 1 from sprite time

    Do actions.

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  • Well XP users are on their way out anyway with 7 being the stable standard to go to nowadays for Windows. Unless MS's 8.1 fixes 8 to be more welcoming I see 7 lasting a long time.

  • Put trigger once on the top.

    Also, check your score checking and damage code. It might not be removing the score (25) so every time you go down 1 life, it goes back automatically since it triggers the second condition (It goes to 4, then since the score is 25, both conditions are true, it goes up to 5 immediately)

  • A way to force the webfont is to adjust the fontsize or make the text object turn invisible/visible.

    Perfect example that works with webfonts in node-webkit is:

    Start of Layout

    Set Web Font "NAME" from "CSS FILE"

    Set TEXT invisble

    Wait 0.01 Seconds

    Set TEXT visible

    Make sure you import the CSS file and font(s) into the project files.

    Doing this on the loader layout should pre-load the font for the rest of the game as it's already downloaded and such.

  • I have issues with Background objects that are not the power of 2 as they don't behave/scale right otherwise. So I just make them power of 2 with tons of transparent areas.

  • I would love a native way to use tilesets in C2. I don't need to make them in C2 as I already have a program (PyxelEdit, exports tilemaps in both XML and plantext/CSV, exports tilesets in png)

    All of those are features I would love in a tileset object, and I bet would improve performance over 100s of sprites with their own instances and collision vertices to check.

    That last part though, sprites crash C2 if they have too many frames? D: That's not good for my project that uses tiles.

  • Well since it's open for non-steam game owners to do stuff with it, it could potentially now be developed by a 3rd party instead of Scirra.

    Only problem now is getting a C2 game on steam to test things out unless they got a testbed for it.

  • You would have to code a node-webkit plugin that communicates with the API properly. However depending on how much Steam wants HTML5, they could work with C2 to see that it can provide steamworks functionality

    I duno if it'd work with webgames, unless valve wants to go there.

  • Yeah, the scaling modes for fullscreen in browser resolve the issue this CAPX was meant to deal with.

    Tested it out and it works the same with "On (Scale)" as it does with "Scale Outer"

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Thndr

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