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  • bump..

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  • I'm using fullscreen with scale outer and I'm having big problems getting the background to be the same size as the window. The background seems to set it's width to a wrong number based on the size of the screen.

    Here's the first thing I used to set the width:

    <img src="http://puu.sh/3W4yk.png" border="0" />

    And the results on a stretched out screen (for testing purposes)

    <img src="http://puu.sh/3W4uX.jpg" border="0" />

    So I tried this, but it doesn't seem to work either:

    <img src="http://puu.sh/3W4tx.png" border="0" />

    <img src="http://puu.sh/3W4xD.jpg" border="0" />

    So is there anything else I can do to get the background to span across the entire screen?

  • Sorry for ignoring the form but this isn't so much of a bug as it seems to be a mistake or oversight.

    You can scale sprite text in the properties bar, and in the actions, but you can't compare the scale of the sprite font, nor does scale appear here: <img src="http://puu.sh/3Uv3h.png" border="0" />

    Changing width and height obviously don't work because it just changes the size of the box.

  • I wanted to use a text box for a mobile game exported with CocoonJS but that doesn't support C2s text boxes. Is there another way to get it to work?

  • You can use the new Timer behaviour.Oh my god...

  • Um...A timer.

    Here's what it would look like:

    Event: Touch Powerup

    Action: Player.PowerupTimer = 3

    Action: Player.Powerup = True

    Event: Player.PowerupTimer > 0

    Event: Player.Powerup = True

    Action: Subtract dt from Player.PowerupTimer

    Event: Player.PowerupTimer <= 0

    Action: Player.Powerup = False

    Something like that anyway. Basically the 3 is in seconds and you subtract the time from 3, and while the timer is above 0 seconds the powerup is active.

  • I'm about to start making a mobile game and I'm wondering if anyone with experience can give me advice.

    Mainly I'm worried about screen sizes. I'd like my game to be fluid between 16:9 and 16:10 but i'm not entirely sure how to do that.

    I'm also curious how to accurately detect swiping and (preventing) switching between landscape and portrait mode.

  • You actually have to have each of the characters be placed on a grid. In your sprite font images it doesn't look like they are on a grid at all...

    After that, you just type in the width and height of each character box into the properties of the sprite font and they should appear.

  • Wow o_o I suggest you get an animation manager for each object.

    Instead of starting or stopping animations within other actions, create events that only pertain to the animations and make each animation happen in the order of importance. I'll show you an example from a game of mine.

    <img src="http://puu.sh/3OFFi.png" border="0" />

    This ensures that only one possible animation from this object can be playing at any given time, and you have all of the animations that will ever play for the object right in one spot. They will happen in importance from top to bottom, so if you have a falling animation, put that above the walking and idle animation.

  • I have a situation where I am referencing the same object twice in an event and action (using a family) and I only want to reference a single one of the objects, not all of them

    In this case, the code is "If object is overlapping object and object.x is less than object.x"

  • Try something like this:

    Object1 is overlapping Object2 and

    Object1.x < Object2.x, then

    set X of Object1 to Object1.x-1

    This basically moves object1 to the left (if its on the left side) every moment it's overlapping object2. You can do it for the other side (and should) by changing the negative 1 to a positive 1 and the less than to a greater than.

  • Compare X and/or Y, or compare distance() between two objects.

    If you use the distance formula, you might also have to do a for each loop because it won't register which enemy you want to run away otherwise.

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Sushin

Member since 28 Feb, 2013

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