Excal's Recent Forum Activity

  • I can't comment on the other issues, but I am sharing the same problem as Squirrely1 on not even being able to start my zipfile after compiling is complete. Basically the app seems to hang forever.

    I am able to preview over LAN through CocoonJS, but I'm honestly not even sure I want to use Cocoon at the moment because of the inability to letterbox scale.

  • Just a follow-up: Was there any reply on this?

    My issue with Scale Outer is that it creates a bunch of whitespace around the edges of the render.

    I understand this can be resolved by extending the background of my game, but the problem is I'm creating a board game with a defined play area, and this area won't be extended along with the background.

    Letterbox scale desperately needs to be integrated, and it would be nice to get official word on this.

    ludei, Ashley

  • You should be able to use either. It's all about implementation.

    Suppose each level has a number, then you can simply check for globalvariable = level.number and go to that level.

    If you want to name the levels, then you can do a similar check: globalvariable = level.name

  • After further testing, I think the loop isn't working as intended. I could be wrong, but we'll see.

    Any insight from anyone who has done automated spawning for a fixed number of times before would be grateful.

  • This is when I really wish C2 had a step-through debugger :(

  • I gave it a try.

    But here's what my console aid at the start of execution and the end of execution:

    iewport target-densitydpi is not supported. localhost:50001/:11

    Using WebGL renderer preview_prelude.js:39

    Shader '<default>' log: (empty) preview_prelude.js:39

    Shader '<point>' log: (empty) preview_prelude.js:39

    Max texture size: 16384 preview_prelude.js:39

    WebGL Extensions: WEBKIT_EXT_texture_filter_anisotropic,OES_element_index_uint,OES_standard_derivatives,OES_texture_float,OES_vertex_array_object,WEBKIT_WEBGL_compressed_texture_s3tc,WEBKIT_WEBGL_depth_texture,WEBGL_lose_context preview_prelude.js:39

    Point size range: 1 to 256 preview_prelude.js:39

    It didn't change during runtime so I'm not sure what the issue is.

    I agree my code above is redundant, but the reason why I split it like that was to further test and try to debug.

  • The goal is to have the computer spawn programs after the player spawns programs.

    Player spawning is working 100% perfectly, computer spawning is not working at all.

    <img src="http://i.imgur.com/OGsxxZD.png" border="0">

    BoardGame.capx

  • Ah nevermind, I just realized I needed to use 'trigger once' after moving the events out of the function.

  • I moved it out of the function, but it's still not moving. I'm not sure what's up.

  • Perhaps I should have been more clear. Basically the notification box appears, but doesn't move.

    The .capx is complex, but the issue where it occurs is on its own separate layer that is only shown when the notification box is meant to appear, so the relevant code is pretty much just the code in the screenshot above.

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  • <img src="http://i.imgur.com/b3OWrDu.png" border="0">

    Trying to create a notification box that scrolls from the left side of the screen to the middle, where it stops. The user then has to touch the screen to make the box move to the right.

    To test the .capx, please select the 'Gameplay' layout and then run the program.

    BoardGame.capx

  • Here's most likely a question for cvp, who likes to diagnose all my problems, but anyone else is most welcome to take a gander.

    I'm trying to create selection highlighting, but the highlight sprite isn't showing up.

    Relevant images showing where the highlight sprite is used in code:

    <img src="http://i.imgur.com/yQ4coTY.png" border="0">

    <img src="http://i.imgur.com/MG97cHf.png" border="0">

    And the current result that does not show the highlight :(

    <img src="http://i.imgur.com/soaINj1.png" border="0">

    BoardGame.capx

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Excal

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