Mancini's Recent Forum Activity

  • I wanted to just keep 3 objects centered in relation to the actual window size when layout is started.

    1. Logo

    2. Start -button

    3. End -button

    Originally they went way too much to the left and after I put the position x to the window.width/2 they went pretty much way too far right. I'm not really sure what is happening...

  • When you're using local variables for specific objects, why not use instance variables, instead? Can you explain on that further?aaa

    My bad... I meant to say I use instance variables

    And like BluePhaze pointed out, tracking with variables is the thing - I do the same to trigger events or enable/disable stuff.

    I haven't tried that families thing yet - if there's a good tutorial somewhere, please link it here.

  • Hi guys,

    I've been trying to figure out how to best keep my objects centered in relation to the size of window. For example, if window size changes from one aspect ratio to another, I would like to keep my stuff centered, like Start Screen menu, results screen etc... Right now I got my logo using Custom Movement to appear from the top to the desired position and it looks good with Letterbox Scale but on Scale Outer (which I guess for example CocoonJS needs to use) makes the logo go a bit to the left and not center as in my canvas on Construct2. My window size is 1024, 720 and my layout size is 2048,720 if that matters

    I tried anchoring it but that just made it stuck outside of canvas.

    Using Scale outer, I also tried setting the x position to window.width/2 (and my origin is smack in the middle of the logo sprite) but that makes the logo/sprite go too much to the right side of screen (I took the anchor function away so it's not interefering) especially when browser anything else than full screen.

    So I'm trying to make my logo be horizontally centered based on window width before I activate the Custom Movement.

  • I'm pretty new at this but since I hate coding and despite of that I picked up something useful from object oriented programming class we had years back...

    And that is... to group functions as entities. I accomplish this by using comments on my C2 events.

    I also use global variable rather excessively since I use them very often to trigger events. I rarely have used local variables, however using local variables for hitpoints on an object was a great idea - since there could be more than one of the same object spawned and they would then have their own hit points.

    So try to organize the events you have into groups that handle a specific function, for example spawning enemies, collision with objects, user input, game victory/lose conditions and so forth.

    Also... if you ever duplicate your layout and want those objects to act differently than on the previous or other layouts... rename those objects so that if you modify their behaviour they won't get broken in the layout that it was copied from.

  • vagaev .. thanks for this tutorial, I have bookmarked it now - this is way clearer than the official tutorial regarding the layout and window sizes.

  • What do you mean by that?

    If you mean this:

    Create a global variable named 'score'

    Create a spawn box (sprite) named 'spawnbox'

    System event - action: add to variable 'score' 1.

    System event - compare variable - equals or more => 500 - action: spawnbox - spawn another object at Layer (game layer) at imagepoint 0/1/2(?)

    Hope that helps...

  • YEs, let us know if that was it. Atleast that's how I figured out my similar issue a while back.

  • Joannak -- That is true... GIMP works almost as well as Photoshop once you get into it, minor inconsistencies and stuff that Adobe has ironed out are present in GIMP. Also Inkscape should be a viable option for Illustrator... And there's tons of tuts for both of those.

  • This right here is what I have been wondering for awhile now... I'm on the verge of having to come back in a few months to see if the ads thing is already implemented... so far I feel cheated of my license money because I was in the impression that the monetization was there - since the free version didn't include it, at least per the sales page in store.

    I guess I have to tinker with Unity for the time being and see if I can make some of my ideas true there (including monetization)...

    And by the way... the canvas scaling thing should also be a priority, I can't tell enough how retarded it is that you develop and test on your pc with the reso settings set for the phone screen width... and then when you test it on the phone (with cocoonjslauncher) the window size doesn't stick but shows too much...

    Also the performance is very poor, literally is more than 7 sprites on screen... laaaaag! WTF? And the sounds were just screwed up... enough for now...

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  • PS: I have to wonder though how are you able to purchase those programs? Not wanting to sound mean, but I remember your earlier texts concerning Construct price and the 100usd Dev-lisense fee from Apple etc.

    That was uncalled for... tsk tsk...

    To the OP - I tried to get into Illustrator for the sake of the obvious scalability of the graphics... however I haven't had enough time to get into it enough. So I've used Photoshop mostly since I know how it works.

    Just as the others said, whatever comes most natural to you is the tool that you use.

    If you end up using Photoshop, keep it super simple (at least at first) and try to use Layers as much as possible. Separate elements so you can tinker on them individually. Makes it all a lot easier.

    And also... Construct doesn't really display the PNGs as they show on Photoshop.. I'm not sure if the problem is on which end but some edges get drawn super weird so I've resulted to use the blending effect 'Stroke' a bit on the heavy side to counter the edge issue.

  • This one is easy (maybe)... Instead of activating on touch, set the action to activate after the touch is over -> touch end.

    On any touch end -> player - spawn 'bullet' ...

  • I agree totally with Slicksz.... this should be obviously one of the biggest things to be implemented into Construct 2 - I've been slaving away making a game and even bought the license... only to discover that 'monetization' is somehow forgotten...

    Please fix this or create a comprehensive (for idiots) guide to Construct 2 monetization (most namely the banner ads etc. via Admob or other).

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Mancini

Member since 4 Feb, 2014

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