E2GameStudios's Recent Forum Activity

  • Thank you LittleStain. I will give that a try!

  • Sprite fonts are... sprites, so, it renders just like any other sprite. It works perfect.

    The only "issue" is to set the right space between characters because the space between an "i" and an "l" is not the same between a "w" and an "m". You can adjust it in an event sheet, character by character. You'll just need to test your character space configuration with several diferent text.

    GamerGon,

    Would you care to share how exactly you would adjust that in the event sheet? I am having issues with that very problem. In my case I have a timer that references a sprite font and if I adjust the distance between the characters (using "character spacing" set to a negative value) then I can get my "1"s and ":"s close to the next character but other, wider characters are then overlapping. I'm trying to find a balance but if I could manually set the distance between key characters then I would be quite happy. Any information you have on that would be most appreciated.

    Thank you!

  • Worked Like a charm! Thank you both.

  • Hey All,

    I have looked through the manual and poked about on the forums looking for a solution to what I am hoping is a simple problem. Unfortunately I am not finding a straight-forward answer so I am hoping someone here will lend me a hand.

    I am creating a HUD that has a few instances of a simple square sprite on it. I am aware that each has a UID and that I can assign a instance variable to the spite for use in selecting it later but for some reason I cant figure out how to code the on touched event so that when one particular instance of that sprite is touched/clicked the intended actions will fire.

    if someone could explain how that would work I would be grateful!

  • Im afraid not. Going to try crosswalk via XDK eventually but for now we are focusing on win8.

  • Maybe someone has already explained this but I am trying to figure out how to save a stopped timer value to web storage so I can keep track of best times to complete a level. I am still pretty bad with expressions but I have tried every variation I can think of with the TimeManager.getTimeValue("label") to try to set a global variable (for the Best Time) to the last timer Value before the layout ends. Any help would be appreciated!

  • If they touch "start" once...and wait...does it eventually start or does it actually require 2 touch inputs?

  • Hey everyone,

    I can export my game from construct 2...open it and visual studio express 2012 where I can even build it to my registered device (and HTC 8x). However I am having a few issues once I get to that point. These are probably because I have very little idea of how to use VS2012 and they're probably a quick fix but I simply cant figure it out.

    1st. When I build (or test) on my phone...even though the layout of the project is in an Aspect Ratio and resolution that I understand to be appropriate for the platform (WXGA 1280x768 15:9) I still get a black bar on the bottom and the side (when the device is oriented in landscape mode) In the black bar on the side is the phone's clock and this is messing up the way the art looks. If I could get the app to run "full screen" on the device that would be GREAT! I just don't know how to do it. To test I took a full screen image from the project and opened it full screen via the pictures app and it looks perfect so I know it isn't the resolution. There is just some setting in visual studio express for windows phone I am missing somewhere.

    2nd I would like to lock the app into landscape mode once the black bars issue is resolved...I cant figure out how to do that either.

    Please...Any help would be greatly appreciated!

  • Hey Aeip. Im trying to figure out how to build my game out onto my Windows 8 phone...and I can do so...but I have these irritating black borders (and the clock) that is screwing up that aspect ratio of my art. How did you get past this? Is there a setting in Visual studio somewhere?

    Thanks!

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  • I never noticed that example file about using sine. It'll take some rework from an art perspective but it just might work. Thanks!

  • Hello everyone.

    There is probably a very simple solution to this but I cant seem to work out a decent looking way of doing this. I have a single "grass" sprite object that runs the length of the layout. I am looking for a way to animate a breeze without adding more frames and running an animation. I assume this can be done via events/effects but I cant find the right combination. I have used Warp and tried to define the frequences amplitude and speed to no avail. In theory the bottom of the sprite should remain static while the top portion should move horizontally.

    Any suggestions or examples would be most appreciated.

    Thanks in advance!

  • ok next issue: I have the proper sound file playing when you click the corresponding play Icon (thanks to newt and the uniquely assigned instance variable). I even managed to get any other tracks that were playing to stop before the new one starts playing...(what I mean is that if you click the top most play button...get half way through the track and then decide to listen to the track associated with the play Icon 3 down...the music that was playing for play button one stops and the music for play button 3 plays.

    Now what I am trying to do is have the play button sprite for the currently selected track switch to the next frame (a "stop" icon). Which when clicked actually stops the track. Additionally, if I switch to another track I need the sprite for the song that was just playing (ans is on the "stop" frame to revert back to the "play" frame.

    I understand how to do all this if I had seperate play sprites but I know that is terribly wasteful. If I could get some more help understanding all this my code would be far more efficient and my project size smaller.

    This is what I have at present:

    Ontouched PlayIcon

         System|PlayIcon.PlayButton=0|Aduio|Stop all

                                     |PlayIcon|Set animation frame to 1

                                     |Audio|PlayTrack1

         System|PlayIcon.PlayButton=1|Aduio|Stop all

                                     |PlayIcon|Set animation frame to 1

                                     |Audio|PlayTrack2

         System|PlayIcon.PlayButton=2|Aduio|Stop all

                                     |PlayIcon|Set animation frame to 1

                                     |Audio|PlayTrack3

    This setup means that the tracks play as they should...but the Play Icon for anything I have "touched" is left at frame 2 (the stop button) and I cant actually stop the tracks from playing unless I click another track to play. I am sure there is something easy I am missing here...so any help would be appreciated.

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