mindfaQ's Recent Forum Activity

  • Use the canvas or paster plugin, paste your character onto the canvas and move the canvas to the position you want.

    Or just prepare a separate sprite in the editor and give each character one frame and then chose the frame ingame depending on the character it should depict.

  • Or put it on another layout where you put all stuff that's not supposed to be on your layout from the start.

  • Yes, fill an array with your cards (+ their properties if you want), could add shuffling or just let the system pick a card randomly out of the array if sequence of cards in the stack doesn't matter.

    scirra.com/forum/randomized-an-array-for-a-deck-of-cards_topic45833.html

    maybe this thread could help you

  • Set the font size in relation to the scale.

    Resizing a text object probably just resizes the boundaries of the text.

  • Yeah works without WebGL, try code like this:

    <img src="http://666kb.com/i/cjc6gn3cx2bcfo7ag.png" border="0" />

    edit: you can probably also add the condition for lastx and lasty to be different from the mouse positions to save some resources.

  • Sine behavior as someone already mentioned.

    Save the current x and y of your object into an instance variable and before that compare if those instance variables are smaller or larger than the current x and y and then change the animation accordingly.

  • You could also use the canvas plugin. Makes drawing stuff easier.

  • Wikipedia is your friend if you don't understand words such as display resolution, easy as that.

    Pixel doesn't directly correlate to size on the screen, since obviously it depends on how large one pixel is on the device. Maybe you can understand this sentence at least.

    If you code in 16:9 in a smaller resolution and scale up to a bigger 16:9 resolution, then the size of your objects will be the same as if you had programmed it for the bigger 16:9 resolution. Only difference will be that it won't be as sharp / image quality will be worse, because you have less information available for each pixel. (talking about raster graphics here)

  • ? Maybe explain your question in detail, because the way you describe it is simple picking of objects in the event sheet. If you wanna add custom javascript functions then yes, you have to write a plugin - most stuff can be done through the event system, though.

  • The real size can be found out by calculating: pixel / DPI of the display. The result will be in inches, so if you wanna calculate in SI units like everyone should, then you have to calculate:

    pixel / dpi * 2.54 (result will be in cm)

    If the game gets scaled (it would on a retina display), you have to take the scale factor into the calculation.

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  • If the ratio of the background is the same as the ratio of your phone's screen: yes. Best result will obviously be obtained with a background in the same screen size as the phone's display resolution.

    Sure - the ratio of height/width will once change if the screen is stretched unproportionally.

    I am not sure where the problem of understanding lies.

    If the screen doesn't get scaled and your sprites are at 100% size and their top-left corner has integer coordinates (so not something like 0.5) and your sprite isn't rotated (except 0�, 90�, 180�, 270�), it will not get blurred.

    If you enlarge the game's view (because it was designed for a smaller resolution), ofc you will notice some blur.

    Nonetheless even if you scale, a 100x100 box will always appear like a square, and not a rectangle, since both height and width are scaled by the same factor.

  • Depends on whether the game supports controllers or not.

    If it does, the Xbox 360 controller is cheap and works well.

    If if it touch/mouse-reliant, wait for the steam controller or just use a laser mouse/keyboard.

    With XPadder you can simulate a mouse with the X360-controller afaik, but obviously it won't be as good as the Steam Controller or a mouse.

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mindfaQ

Member since 12 Oct, 2013

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