klkitchens's Recent Forum Activity

  • Perfect!!!! Thanks!

  • I have to create 60+ items, each with 4-6 frames each (not animated, just toggling between images)...

    Each object has:

    1. At rest

    2. Dragging

    3. Dropped

    4. At rest (easy mode)

    5. Dragging (easy mode)

    6. Dropped (easy mode)

    They are going to be dragged and dropped and as it's possible for the entire object to be over more than one drop zone, I need to indicate the "pointer" part of the image (frames 2 and 5) to be what makes a drop zone active... like the upper left corner 10x10 pixels.

    I can do it manually and it works just fine. However, if I create these 60 images I then have to manually edit the bounding boxes for 120 frames. Not a big deal, but if I reload the source images, they get overwritten.

    So is there a way to create a collision box at run time?

    FYI, I wanted to make a single item and create copies, but I could never get the text to look right on them, so I have to go back to graphics for this. Attaching the text to an image via Container just wasn't cutting it as the text kept having to be manually moved each time the object was moved and when physics gets involved the text was just flying around like crazy (eventually reconnecting).

    However, the fonts still looked awful and varied based on the test platform. I don't want to have to be online so webfonts wouldn't work either.

  • philx - thanks... very helpful.

    Any others from anyone else?

  • Try a dictionary object.

  • Add an instance variable to the door of KEYID. When they find the key, you would need to store the id of the key in their inventory. When they try to open the door, if they have that key (id matches) then the door is "open"

  • I've read this tutorial (https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes), but wanted some real world advice on setting up for multiple resolutions.

    Do you create different layouts and then load the layout for the device? I assume that I could have the same objects on two different layouts and the same code would work between them, correct?

    What other tips do you have for making interfaces for iPhone vs. iPad vs. Android, etc...

  • 1. When you create a monster, set variable SpawnWait to 5000 (for 5 seconds or whatever our "tick" is... if it's 60 per second, then 60x5 = 300)

    2. On each "tick" decrement SpawnWait by 1

    3. On each "tick" check if SpawnWait = 0. If SpawnWait = 0 Create Monster (back to step 1).

    You could enhance with another boolean for IsGeneratingMonsters and add that to your checks... Or PendingMonsterCount = 3, that each time you create a monster, you also decrement that counter and factor that in...

    On each tick If PendingMonsterCount > 0 SpawnWait = Spawnwait - 1

    On each tick If PendingMonsterCount > 0 && SpawnWait = 0 CREATE MONSTER (PendingMonsterCount = PendingMonsterCount - 1, etc...

  • Thanks everyone. I was a little frustrated and tired last night. Will approach with fresh eyes today. :)

    Saw the post about multiple screen sizes. But in reality how do you guys handle stuff for different screens when it needs to look clean on each? Like iPhone at 900x600 and ipad at 2048x1536?

  • I want to make a board game... I've been roughing out some stuff and sandboxing just to get a feel and I'm wondering if this is really possible with Construct.

    I've tried making images with text (and I'm no slouch with Photoshop) and the result is horrible (not in PS, but in the game).

    Has anyone done stuff with a goodly amount of text in Construct?

  • Output for Visual Studio??

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  • That would be awesome.

  • You can replace the pictures (for the tutorial) with anything. Google search or draw colored boxes... you're learning to code, it doesn't have to be Mario, it can be a green box.

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klkitchens

Member since 15 Jul, 2013

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