eli0s's Recent Forum Activity

  • The layout size is just a number. The memory footprint is directly related with the objects that are loaded in each layout. Also, the cpu/gpu strain is being used only by the objects that are on screen or have some motion/opacity/rotation/etc change (and so those properties have to be calculated).

    An empty layout of any size should not have any memory impact at all.

  • That's the best I can come up with. But it's wrong, it lacks inertia on the chain. I don't know how to implement it, perhaps you can think of something.

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  • I don't think it is possible. Perhaps use a way to redirect from your main index to your game index?

  • I consider a 1280x720 to be a rather small layout if the game has a camera that scrolls around. Perhaps, as the other 2 members already pointed out, you are referring to the window dimensions...?

  • The easiest way I can think of is by using a container. This will ensure that the Circle object is always linked (picked) with the corresponding Square object.

    For the flashing effect, just use the Flash behavior.

    Of course blackhornets method is also valid!

  • Ok I get what you mean now.

    I've upgraded your capx a bit. I've added an OK btn for imputing the password (no need of pressing Enter in the keyboard), and now the system uses only one SpriteFont for the numbered Btns and another one for the ok/clear Btns (you can merge those categories into one universal Btn if you wish).

    And, finally, there is a mouse cursor change when ever you are hovering on top of a Btn.

  • Can you be more specific?

  • rexrainbow

    Super, thank you so much!!

  • This is a way to do it

  • Is it possible to have a scaling mode that will squash and stretch the window to fit in any browser dimensions? I am thinking that this will be very useful for creating embedded graphics in adaptive websites. It may even be desired when a device aspect ratio is almost, but not quite, the same as the game ratio. I think that this could be a post-process thing, like Fullscreen scaling...

    Would you find that useful? Is it even feasible? Ashley ?

  • rexrainbow , thanks for your wonderful plugins!

    I get a dropbox 404 error trying to download the radar chart, is it just me or for some reason it went down?

    Thanks again!

  • Oh, yes, I forgot to mention that I' am also in favor of a directional light.

    Although I can confirm that Fimbul is correct in his/her thinking. A far away ShadowLight source will cast virtually parallel shadows. Those shadows will be very long though, but you can compensate that by increasing the ShadowLight's Height parameter (the higher the value the more vertical is the light source), and by decreasing the ShadoeCaster's Height parameter (this is the behavior that is added to each sprite that casts shadows).

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eli0s

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