tgeorgemihai's Recent Forum Activity

  • I want to make an universal transition between layouts using blocks (create an array of the same object). By universal, I mean to work well on all resolutions and aspect ratios. At 16:9 it works good, but on other resolutions/aspect ratios does not work correctly.

    Here is the .capx file .

    Also, how do I make the System to wait 0.3s after each Block is created ? I tried to put the action Wait X seconds in the loop, but it didn't worked.

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  • Editing the file index.html should do the trick.

    !-- All margins and padding must be zero for the canvas to fill the screen. -->

    <style type="text/css">

         * {

              padding: 0;

              margin: 0;

         }

         body {

              <font color="red">background: #000;</font>

              color: #fff;

              overflow: hidden;

              -ms-touch-action: none;

         }

              canvas {

                  ?touch-action-delay: none;

                  ?touch-action: none;

                  ?-ms-touch-action: none;

         }

    </style>

    Replace <font color="red">background: #000</font> with <font color="blue">background-image:url('your_image.png')</font> .

    More info here: http://www.w3schools.com/css/css_background.asp

  • With Construct 2 you can make almost any type of game as long it is 2D.

    Yes, you can make a "Daisy the Dinosaur" clone game, but before you can "run", you should learn how to "walk" first. Start by reading the manual and with this tutorial: https://www.scirra.com/tutorials/253/how-to-make-a-platform-game

    Good luck <img src="smileys/smiley20.gif" border="0" align="middle">

  • New 1.4.5 Version of CocoonJS

    • Added support for iOS7
    • Dropped support for iOS 4.3
    • Improvements in Core Javascript communication
    • Added support for Google Play Games
  • Anybody ? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Ashley

    Thanks, but I'm a little greedy, I don't want to cover only more resolutions, but also different aspect ratios. My target is from 320x480 to 1920x1080 (landscape and portrait).

    At the moment I am using Scale Inner since Letterbox Scale is bad with aspect ratios.

    Also I want to use 2 sets of textures for the following reasons:

    • It will optimize the performance on devices with smaller resolution (waste of resources)
    • Pre-rendered smaller images looks a little better than scaled down images
    • To add an option to use lower graphics on slower hardware (let's say a tablet that has a resolution of 1280x800 but a weak CPU and GPU)

    I've found the following "solution":

    • Animations will be named AnimationName and AnimationNameHD
    • At the start of the first layout create a text global variable named isHD that have the value <font color=blue>""</font> and check if resolution is bigger or less then HD Ready.
    • If resolution is bigger, then the value for isHD will be <font color=blue>"HD"</font>
    • All the events that have the instructions to change the animation will have the following structure: <font color=blue>"AnimationName" & isHD</font>

    I also want to add stuff like particles if <font color=blue>isHD = "HD"</font>.

    Please correct me if I am wrong or if there is a better way to do what I want <img src="smileys/smiley20.gif" border="0" align="middle" />

  • mindfaQ

    Thanks, I know that, my animations are Default and DefaultHD or Hurt and HurtHD ... etc

    I was wondering if there is a way to make the game to auto-select animationHD when the resolution is bigger than HD Ready.

  • How do I use 2 sets of textures depending on resolution ?

    For games that run under HD Ready resolution (1280x720 or 720x1280), there will be a set of textures and if the resolution is over HD Ready there will be another set of textures (4x size of the original ones).

    I know how to check if Window Width * Window Height < 921600, but how do I make the game to choose the set of textures that should use ?

  • Thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

    Pin behavior with Position & angle is what I needed.

  • I know the theory:

    1 sprite object - Body

    1 sprite object - Mouth

    1 sprite object - Eyes

    1 sprite object - Accessory

    The Body will be the one that checks for collisions.

    My question is: How do I link the Mouth, Eyes and the Accessory to the Body ?

  • I don't have any ... I'm rebuilding my game from scratch. The main character is a ball (like a smiley).

  • I want to make the main character to be customizable. It will have a custom body, custom eyes, custom mouth and an accessory (hat, glasses, ribbon, tattoo ... etc).

    How do I do this ? It has something to do with image points or should I use Spriter ?

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tgeorgemihai

Member since 3 Aug, 2013

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