Ribis's Recent Forum Activity

  • the problem with sprite font is that it get pixelated and it have exactly the same problem of the text, it doesnt let you use more styles in the same textbox, for example i want to create a text like this

    "Hello David welcome to wonder land"

    i will have to use a object for every style.

    yes, you are right, in this case you have to use 3 object (or more) if you want to make a dinamic text...

    look if is possible to load a css file an use an html script in a text... but I'm not sure if is possible...

  • Hello everyone!

    i have been working on an html5 presentation (like powerpoint stuff) using C2, it works great but

    it will be awesome that the Text object can have much more edit options and can allow the user to use

    a bold with ilatic in the same object, like a real text editor.

    thanks!

    Use the sprite font, is bettere for make fancy text... you use the image for make your own text

    download this: https://www.scirra.com/forum/sprite-font-generator-v2_t86546?&hilit=make+sprite+font to make your font, and use in c2, this should works

  • Wait, what? Im a bit confused, so i have made the tilemap sprite, now what?

    well, if you are newbie on make gaming or programming, I suggest you to read the manual of construct2..

    the sprite, is like a "container" where you can store animation and frame (image).

    now, the tilemap, is a "special" container where the picture is split in little tile (you chose the dimension of the tile) and every single tile take the picture from a one picture of the tilemap sprite.... if you make one it's easy to understand, english is not my first lenguage... and with this, you can set the tile in the tilemap (on the tilemap bar)

    why tilemap is good?

    because with one image, you can make an infinite level/map... and also very important, you can store all of the data of the tilemap in one ARRAY.

    and off course, for design the level is very simple... when you have your tileset, you can make all of the level of your game.... 1 sprite, for the level... this is important for the performance to...

  • Method 1: One tilemap of an image with the solids behavior serving as the floor, and one tilemap of the same image without the solids behavior and serves as the background.

    Method 2: One tilemap of an image that is just the background, and an invisible tilemap that is only a 16 x 16 image with the solids behavior and is tiled wherever it must be solid.

    Here's a link to a capx showing my example

    https://dl.dropboxusercontent.com/u/308 ... thods.capx

    I'd like to know which method is better performance wise. Thanks!

    Ashley, you might know this answer better than anyone though

    the efficient one is the graphics with solid... and you can also edit a poligon collision for every tile....tilemap is the best method to make a large level, and save a lot of memory...

    but you can also conbine a tilemap graphics and tilemap solid (only one square) like your example, with this, you can make a player go inside to some holes/make some parallax effect etc...etc...

  • Hello

    is there a way to import tilesets and use them?

    I really need help with this, plase give a thorough explanation since im not a computer person.

    Thanks!

    the tilesets is an normal image (jpg...png) with all tiles in one picture

    in contruct2, you have just to make a tilemap sprite and import your image with your tiles... and you can change the dimension of the tile on the properties.... it's very simple, I suggest you to read this:

    https://www.scirra.com/manual/172/tilemap

  • I need it to be a mask

    well, I was using flash and for mask the objects it's very easy... in contruct2 it's frustrating

    in a layer option, you have to select Force own texture...

  • Hello ...

    I've noticed that when I publish my project to my server, even if I hit browser reload, it still uses cached game data, requiring I clear my own cache before seeing the changes I published.

    Is there any way in C2 to force the client to get the new game data?

    Many thanks!

    you can make a button on your project to clear all data...

    is you use webstorage, just "on click > clear all webstorage data"

  • JamesXXXYZ

    I'm not sure what you mean by isometric angles not being linear. If 0 degrees is to the right and 90 degrees is down then with 1:2 isometric the vertical speed should half the speed of going horizontal. sin and cos aren't a reason for why it wouldn't work.

    Would it be simpler if you just did all the motion as if in top view and convert to iso by dividing all y positions by two?

    good example, but isn't better to make a graphics isometric directly? like in photoshop?

    I mean, without script? if someone want to make holes...etc... how can be reached this?

  • Bump, I'm really surprised there hasn't been a good informed answer on this. Maybe it really is impossible to do, but it just seems like having things be "justified" to the left / right / top / bottom could really be helpful in making games that can take full advantage of a wide range of devices and not rely on letterbox / black boxes.

    I realize not every game would be able to take advantage of this, but I think a lot of people could if they know the tools are available.

    if I understand is very easy, use Viewport and will work to every screen size...

    for instance:

    set position to X = ViewportLeft("name of your layer") and you can add also +20,-20...

    set position to Y = ViewportTop("name of your layer") and you can add also +20,-20...

  • In my game, "Psi," I have hidden bonus rooms off of the main level. How do I save what's going on in the main level and return to it when the bonus room is exited? Thanks, Morgan.

    you can use webstorage,

    your game is for nodewebkit?

  • Thanks, ist's basically the same as with mySQL posts.

    you are welcome,

    yes, well, with the mySQL you can store a variable into a database, this is important to load all information of the player (username, password, email...coins, jems, levels...etc...etc)

    but when you need to save a big data text, like 200000 characters, you can't store on the database(you could...but is crazy)... I solved this with this step (on facebook app, but you can also make a login/registration page):

    -at the first access of the user, check if exist the UID of the user in database.

    • if doesn't exist, insert the UID with my data (username, password...coins "0", jems"0"...) on the database. (use method"POST") and you can also encrypt the data (there is a plugin on this forum)
    • make 2 folders in my server with the UID of the user. (PHP)

    this is just one file, if the user exist, just skip all of this, and if the UID exist, just load the database data.

    now, when the player open a level, I do this at the first access of every level:

    -at the first access of the level, check if there is a file json on a folder of the UID player with the name of the layout.

    -if exist, load a AJAX.string to an array. (this load everything about the level, coins taken, terrain, etc....)

    -when the player finish the level or find a save checkpoint, C2 will send a JSON string of the array with method POST on my php file, and when the php file has the data, just make a file with the name of the level in a folder of the user in .json.

    now, if the file doesn't exist, just load the orginal level...this works perfect for me.... (basically the array delete the coins taken, enemy, tilemap...or something like that)

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  • Hello fellas,

    I know there's a way to download array/string/dictionary data as a file, but what I'm looking for is the possibility to save into previously imported project file. Is it possible?

    if you export with NodeWebKit you have all action to make file an save to some folder in your computer...

    but if you are looking to export on web, you can't, you need to run a php code in your server and send data with AJAX, and save your file to some folder of your server... (php do this...)

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Ribis

Member since 22 Oct, 2012

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