Sisyphus's Recent Forum Activity

  • Make a Group "functions". Drag the function under it as a 'sub event'. You can then enable and disable the group as you please with "System:Enable group".

    Great idea, we also can place the "Every 5 seconds" event under that group too, to make it not trigger when the function is unavailable. If this event is not needed for something else.

  • Hi I have made a function for a fog effect to come on in the first 5 seconds for example but I would like to make the function disappear 10 seconds later for example any ideas?

    You can't turn off a function, but you can turn off "Every X Seconds" condition after 10 seconds, Just make a global value or something like that, and make "Every 10 seconds">Set your global value to 1, and add to your "Every 5 seconds" another condition "Global value = 0", that's the easiest way.

  • I make an example that works just the way that you describing it, every 5 seconds tiled background spawns and a sprite spawns over it. Using container, and hotspot on a center of tiledbg.

  • Y or X is a tiled background?

  • You can replace all animations with 1x1 empty picture, export, and then just add c2runtime.js to your previous export. There's no option to export only code in c2.

  • I hit a bit of a snag on the game I have been working on lately. I need to reset the layout every so often to completely reset it but at other times I need the persist behavior in order to move out of the layout and back in.

    The gameplay is like this; the world is randomly generated to look like a rogue-like where you move around and what not; but every so often you will get into a turn based battle it moves the player into another layout in order to take care of the whole battle sequence. So when you finish that, you should be able to go back and the world that was generated would be the same as it was. So for this I used the persist behavior. But then when you beat the level I need to reset the layout again in order to generate another level to move through. But some objects having persist here makes it pretty messed up.

    Does anyone have any idea how I should tackle this?

    Thanks in advance!

    If your game is not for mobile devices, you can use browser>reload, but this will restart everything, not only the layout. This is not working on cocoonjs, don't know about crosswalk or ejecta.

  • I found the same question on ludei here, but there are no answers.

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  • You did the steps from here? Can you show me what error messages do you have?

  • Hi all!

    I want to start working on a iOS android game with Construct 2 with cocoonJS. The only thing is while I'm quite familiar with the engine now, I haven't really attempted working on a game specifically for mobiles before... so I'm not quite sure where to start with the screen layout. What is the recommended layout/window size for a mobile project?

    Thanks guys

    Well, you can create the layout as big as you need, you will not get any fps lowering even with 10000x10000 layout, maybe more will be laggy on cheap or old devices. As for window size, read this great tutorial, or just use 1280x720 and scale outer, there are tons of 16:9 devices, and this resolution works fine almost everywhere.

  • Thanks anyway I feel like I can understand your struggle with the rock here

    As Ashley said, cut your text into peaces, or create a text(maybe spritefont) 500-600 size, and set it via events, this is the best and the only solution for ya

  • Here's the screenshot from cocoonjs debug to prove my words.

  • This can't be fixed, you try text with size more than 6000, every device has it's own max texture size (like iphone 5s no more than 4096). And, as i know, cocoonjs and ejecta can work only with no more than 4096 texture size.

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Sisyphus

Member since 16 Jan, 2014

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