oosyrag's Recent Forum Activity

  • Here are some resources for you -

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    https://www.scirra.com/blog/112/remembe ... our-memory

    This isn't a simple answer about what is best - you really have to work in your design limitations and goals.

    700x700 will take up that much image memory regardless of resizing. Maybe you don't have that many walls and memory is not an issue for you. Are you downsizing all your walls in the game anyway? If so then the extra resolution is wasted (Might even look worse!).

    One suggestion that almost always helps is to keep the size your images in power of 2s.

    Generally speaking, use smaller images and upsize in the engine, but there is a quality tradeoff to consider.

    Otherwise, it would be ideal to have the image size exactly the size you need to display based on the resolution you are designing for.

  • tokenat()

    https://www.scirra.com/manual/126/system-expressions

    Use nested tokens, first one would be for polygon, second one would be for points, third one for commas.

  • I highly doubt this is possible with C2, but I could be wrong.

  • Hmm not sure, hard to visualize. Sorry I was pretty tired when I wrote that, maybe it doesn't work.

    The idea is to take the difference between the area's total width or height, and where the first object spawned.

    Imagine 0 to 10 on a line, where 10 is your total width.

    Opposites would be 1 and 9, 4 and 6 ect. So if my object spawned at 1, 10-1=9. 10-4=6.

    If you do this for both the X and Y you should get the other side of a square. I think.

  • Keep your points and lives information in a global variable or array.

  • You'll have to do some pretty advanced coding for that, but it is possible in my mind. I've thought of a similar system but have never actually created it.

    Rough idea -

    Create an array representing the width and height of your layout: more cells = higher resolution.

    As you swipe, record where your swipe passed through by toggling values in the array.

    Compare the array data with your accepted patterns to do actions <- This is the hard part.

    You'll have to have a certain leeway for your comparisons - after all, everyone draws a different shaped/sized circle. Also they might start in different places, or even put their circle in different places on the screen.

    To fudge it a bit I would actually check for a more specific pattern in the array, but have the user input cover more cells, and as long as the pattern is found anywhere in the array the action would fire.

    A second method would involve recording the maximum values your swipe coordinates reach and when they reach them - basically record corners/vertices in your drawing, and compare the locations of those with each other to match patterns. This is how swype-style text input on smartphone keyboards work.

    Either way is a pretty large task to undertake.

  • https://www.dropbox.com/s/z7fc5hey0yzu5 ... c.zip?dl=0

    .capx located in the same folder as nw.exe. Use nw.exe to run exported project.

    Again, if you preview from capx using nw.js, you need to copy your file to the nw.js folder.

    The issue I found was textbox is not captured by snapshot, so I used a spritefont instead.

    There is no confirmation that the download happens in nw.js - check your default chrome save directory.

  • Did you test by exporting or previewing? Make sure the file name/path matches exactly, if you used the debug method I recommended.

    This won't work from preview from browser (chrome or other), you have to set the preview to nw.js in project setting.

    If you do that you'll see that for preview the file needs to be where you have nwjs installed. Can you confirm your file is there and not the construct folder? (When you export, you'll need to copy it to the export directory)

    I'll put together a package capx/exported project for you, but I ran into another issue where textboxes are not captured by the snapshot feature so I'll post it once I put together a workaround for that.

  • As far as I know, sprites are only loaded in the layouts they are present in, so that shouldn't be your problem.

    To make your game have less lag, you'll need to pinpoint exactly what is causing the lag.

    The first thing that I would suspect is your ragdoll physics - this can take tons of processing power, especially if you have too many objects requiring physics calculations.

  • Won't know unless we see it.

  • Not firing in unison, use for each enemy condition.

    Edit: Looks great btw!

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  • Well depending on how you show your text, you could add a simple sprite: set frame action to whatever triggered the text to show - that would be much simpler!

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oosyrag

Member since 20 Feb, 2013

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