TheStoepsel2001's Recent Forum Activity

  • > You can also try to use photoshop's or gimp's "magic stick". [...]

    For sprites where the magic wand [...]

    Thanks for the correction. My GIMP is setup in German, and I couldn't come up with a better translation. Magic "Stick" sounds kinda weird, now that I'm reviewing it ;o)

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  • You can also try to use photoshop's or gimp's "magic stick". It's a tool that allows you to make selections by the color (or a variety colors and shades, depending on how you set it up). It always depends on the picture. If it has a very good contrast to the background, this tool might work quite nicely!!!

  • Right after spawning your SpriteObject, you can create an action of the newly created object. Scroll all the way down to "Z Order". Then click "Move to bottom". That will move your object to the bottom of the layer it is on!

  • As far as I remember, it is not possible to make an inverse from a trigger-event, i.e. the OnSomething-Events with the tiny green arrows next to them. This is a restriction that kind of makes sense, since triggers do not describe a state (like IsOverlapping), but rather a "once-in-a-moment"-event that can hardly be inversed ;o)

    However, BluePhaze's approach looks pretty solid! Hope it works for your game!!! ;-)

    Regards,

    Chris

  • Thanks a lot, Ashley!

  • SketchyLogic: Your option 1 sounds pretty much rock solid to me ;o) That's exactly the solution I thought of too when I read the question above.

    Regarding option 2: I do not have proof, but in one of the performance tutorials I found a hint that "scrolling to" would be much less ressource-consuming than moving objects.

    (see here: scirra.com/tutorials/298/performance-tips-for-mobile-games "10 - Scroll to is faster than moving eveyting").

    Don't know if that matters to austinpayne26, but to me the sketch above looks like your developing for mobile. In that case you might want to take that issue into account ;o)

    Regards,

    Chris

  • What I do is I create the overlay/popup outside my viewport (i.e. somewhere where the camera never goes), put all the Buttons and Labels etc. on top using the Pin-Behaviour and then move it to the viewport when it is supposed to appear. That way you never have any problems that you might trigger a invisible button. As Kyatric described above, it requires some level of organisation, but it turns out to work quite well...

    However, if you encounter any performance issues in your specific game and want to save ressources, try going down the road Joannesalfa described. It'll save you some GameObjects during gameplay until you really need to display them! ;-)

    Just an additional idea to stay organized: You might want to put the "Popup-Events" (triggering buttons etc.) into their own group: That way you can activate and deactivate them with a single activate group action in your EventSheet.

  • If you did not use Construct 2 to build the game in the first place I would assume it is pretty much impossible to import it into Construct 2... What engine/tools did you use to build the game in the first place? It is YOUR game, isn't it?

    Regards,

    Chris

  • Hi Meloo, I just had a brief look at your capx. I could find the Every 1.0 Second event that triggers the substraction on the "Timer"-Variable, but I could not find the action where you write that new value on the screen. Maybe you want to add a "Set ToStart-Text to 3-Timer"-Action to the "Every 1.0 Second"-Event, right after the Timer-Variable-Update!?

  • Hi guys, I have a question regarding perfomance when comparing a game built with Eclipse/Phonegap localy on the one hand and the same game built with CocoonJS on the other hand:

    I tried building my game with phonegap and then using eclipse for building localy, because I read that this might improve my game's performance a lot (read here: scirra.com/tutorials/298/performance-tips-for-mobile-games, section "lrn2code"). However, I figured out that the version of my game built with CocoonJS runs really smoothly, while the one I built localy runs with as little as 10 FPS. Do you guys have any ideas why that is and how I could improve performance with a localy built apk???

  • Hi BluePhaze and Ashley,

    thanks a lot for your responses. As far as I can see, the CocoonJS and Appmobi objects do not support those triggers.

    Ashley: That's great news. However, doesn't the CocoonJS-Tutorial state that Construct 2's "Browser-Object" is not being supported?

    Chris

    EDIT: Oh I see. The Tut states that "Most features of the Browser object are not supported." - Is there a list out there that says which features are supported and which are not?

  • Hi again. No ideas? I was thinking about regularly saving my game in fixed time intervals or game events. But both options do not really suit the style of my game... Any ideas?

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TheStoepsel2001

Member since 22 Feb, 2013

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