eli0s's Recent Forum Activity

  • Also, the sinking part is due to the collision polygons, and/or the origin point of the Player Sprite changing over time, at every frame. You should use a different, invisible sprite with the platform behavior, that has a simple rectangular collision polygon, and pin the Player Sprite (with the graphics and the animations) onto it. That way you will have cleaner and more efficient collisions.

  • Maybe if you have a screenshot of the next layout sliding in before the layout change (as a placeholder)..? I know that's not the most efficient way and it's far from an ideal solution, but it will roughly do the trick.

  • You mean at real time or on the editor??? As far as I know, clipboard is a OS function and applies to all programs, you can copy a text body from (e.g.) word, an internet browser, photoshop or whatever to any other software, including construct.

    If you mean that you want to get the contents of a Text or TextBox object at run time, then use the "get the object's text" action.

    See this example:

  • I pm you but I think that keeping the topic open will most likely prove more useful, since more members, probably well more experienced than me, will have the chance to help you.

  • Can you be more specific? What is it that you are trying to copy? The characters, the Text Object, the event that set's the text content..?

  • Here is a practical example. A bit of a mess, but you'll figure it out I think

  • The easiest way is indeed the sprite method. Create some bolt-like sprites (make sure the origin and target points are aligned) and alternate between frames every tick. Set the width of the sprite to be the distance of the origin and target points (this can go so far because of the stretching). On this site http://ekdidyma.web.uowm.gr/ I used this method for the electrical bolts and they update dynamically in relation to their origin/target position.

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  • Layout size and window size are two different things. The 16:9 (or every other ratio for that matter) that you mention, is related with the window size parameter. This is in effect the default screen resolution of your device. The topic "which dimensions or aspect ratio should I choose for my game" is debatable and has a lot of posts, with great suggestions already. Don't confuse the window size with the layout size. The latter is the overall size of your level and, in theory, can be...huge without performance penalties. What does affect performance are the number of objects that are displayed on the screen at the same time, their transparency level, particle systems, webGL effects and so on. Also, the the added texture size of all sprites on each level on devices with low memory capacity, will prove to be a major factor.

  • I just wanted to say that your example is very impressive! Thank you very much for sharing it

  • ramones Thank you very much for your comment! Haha, indeed, since the final section symbolizes decay and the descent to Hades, it should be accompanied with low fps by design! . The level is heavily comprised by textures with normal maps and uses the bump webGL effect on many-many layers, so that should be the main reason for the low fps.

  • Prepare a second image on an image editor and change frame? (sorry if I state the obvious)

  • There is also the great Sprite Button Behavior Plugin. It adds easy functionality to custom buttons. https://www.scirra.com/forum/viewtopic.php?t=88607&start=0

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eli0s

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