Space Ape's Recent Forum Activity

  • Hey Ash, I had a question about this one. If using a local variable marked as static, will the value persist if the game moves to a different layout and then comes back to the one with the static local variable? Do these static locals reset if the layout changes?

  • I wouldn't mind hearing some first-hand accounts as well, since I'd love to pursue this angle--huge market out there. I've read a lot mixed accounts of the experience and that concerns me. C2 is freakin amazing with web games, which is a great start.

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  • I think that'd be a great test. I have a low-spec laptop and a netbook to test on and it's really helpful to gauge performance. C2-developed games run through Chrome actually run OK on a netbook, which was shocking too me.

    Good luck, dude.

  • Hey Kyatric! Thanks for the reply, amigo.

    I made sure FF was updated to 17.0.1, so that's not the case. Maybe it is something with the English version, but I don't know how to verify that one.

    I re-made the ghost hunter tutorial game while learning C2 and added WASD movement as simulated 8-direction movement. Whether I preview it on Firefox or export it as HTML5 game, it bugs out--doesn't seem to matter how I do it. I know it's not Construct, as Chrome and IE9 execute the moving perfectly (though IE9 is sloooooow).

    I'm trying to think of what else could be causing it as it doesn't seem this behavior was experienced by anyone else. I tried the 3 browsers on a desktop, laptop, and netbook with the same results.

    Also, I'll check with Mozilla and see if I can get anything from there--thanks for the suggestion, Kyatric.

    Is there any other way to simulate key presses in C2? Is it possible to map WASD to the arrow keys, so W corresponds to an 'UP' key press rather than 8-way movement, or is that the same thing?

    Thanks again for your help, guys! I'm thoroughly impressed with Construct; it easily beats the other tools available for game-making.

  • Hey Ashley! First off, nice to meet you.

    Yes, I'm sure there's no add-on. I did some research and found that this is actually a feature in Firefox. The 'quick find' bar comes up with a forward slash or apostrophe key press, neither of which are being triggered in the game.

    I can't seem to figure out what is causing the quick find bar to pop up, but when it does, all keyboard input goes into that; in my case, the WASD movement keys appear as a repeating string in the quick find, preventing the player movement.

    There's no dual-keys or other weird keyboard problems on my laptop, and no problems with movement in IE9 or Chrome.

    The capx file is pretty huge and a little messy. I was able to duplicate it in firefox by just making the basic 'ghost hunter' demo game and using WASD simulated 8-way movement.

    Thanks for the response, Ashley. If you or anyone else encounters this and has a solution, I'd be much obliged.

  • Greetings!

    I didn't see this one in the forums, so I wanted to see if anyone else has experienced this one.

    I'm working on a top-down shooter using basic 8-directional movement but also allowing the WASD keys (in addition to arrows) for movement. The movement with both sets of keys works fine in Chrome and IE9, but Firefox completely bugs out. When the WASD keys are used, the Firefox 'quick find' bar pops up on the bottom and movement gets screwy after that.

    I can disable the quick find on my end, but not everyone using it is going to know how to do so. Anyone else ever see this?

    It can be replicated by making a sprite with 8-direction and then programming WASD to simulate the 8-direction movement. I'm using the latest Firefox version (just updated before testing game, version 17, I think).

    If anyone has seen this, is there a solution other than taking out the simulated movement?

    Thanks!

  • Greetings. I know this is resurrecting an old thread, but it's pertinent to the issue I'm having.

    I set up the HUD on its own layer and it stays in the same spot--works great, no problems there. However, when the browser is resized / game tested on smaller screens, the HUD elements are bordering on unreadable (too small). I can't seem to figure out how to prevent or reduce the HUD scaling with the rest of the game.

    I tried setting the HUD layer scaling to 0 and even manually using events to re-size the HUD if the browser is re-sized. Is there some trick I'm missing? Is the project properties of 'fullscreen in browser' overriding everything else?

    One more thing! What's the difference between using the browser object to 'request fullscreen' and setting the 'fullscreen in browser' scale option in project properties?

    Thanks!

  • Greetings! I'm looking forward to working with Construct and meeting everyone on the forums. I've been a lurker for about a year or so now, but never took the step to involve myself with Construct or the community. After disappointment with GameMaker, GameSalad, and other programs, I was surprised and excited to work with Construct. I'm sure many of the Scirra veterans won't be surprised at that revelation, but for someone who's always been fascinated with games (25 years of playing and designing), Construct is a fantastic tool.

    Cheers!

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Space Ape

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