WackyToaster's Recent Forum Activity

  • Heh, I see my suggestion ended up beeing done. Cool stuff!

  • I had to delete the google play plugin otherwise it wouldn't work. I did create a bunch of platforminfo conditions thinking it will solve it but it didn't.

    For me the game wasn't running at all as long as the google play plugin was in the project, even if unused. But that was a while ago, could be that it was fixed and the errors can be ignored. Have you tried running it on a device?

  • Maybe you (or someone else) can get $1 recognizer to run, source code is on the website.

    depts.washington.edu/acelab/proj/dollar/index.html

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  • Hasn´t the emulator been broken for a while now for reasons out of Scirras control? I think I´ve read that somewhere. Best case you have an iphone or ipad for testing at hand or know someone who is willing to test for you or can lend you the device.

  • Also you´ll need an apple developer account which is quite a bit more expensive than for the play store. And obviously all the services you might use that are tied to google (highscore lists and such) need to be adjusted for iOS.

  • You should report that there: github.com/Scirra/Construct-bugs

  • Why would you use a button for that?

    I'd say it's a bit of a trap for new users. You need a button and there is a dedicated button-object, seems like a reasonable idea to use it. Until you realize how restricted and terrible they are to use.

  • Yeah the moment you require different texture offsets and scalings it just turns into a mountain of work and number tweaking.

    Masking without the whole blend mode shenanigans would be very cool, but I would even be fine if sprites just had a crop top/bottom/left/right property. That would entirely solve the issue here. Maybe it isn´t even that hard to implement, but that one would be up for Ashley to decide.

    I´ve also checked out some video from Runeterra to see how they did it and they absolutely use two different images. It´s very quick and easy to miss. So as far as I can tell, they actually do not expand the image in the container.

    EDIT: Image...

  • I have a different idea: Tiled Backgrounds. It will take some tinkering with Image offsets and Image scales.

    drive.google.com/file/d/1rHEBKR8JWH4pwXJ_wzra-c4v1KlURtbJ/view

    If you do it this way I would recommend you entirely work out how this will animate at first with all the scalings and offsets. Once all the animations are down, you know exactly how big the final image needs to be and where the character has to be positioned on it. All further images have to conform to this guide, or you´ll end up having to do individual animations for each card, but I think that is a reasonable restriction to work with.

  • Generally you want to avoid using any of the form-control objects as much as possible, in my opinion at least. There are cases where you have to use them and cases where they work very well actually, but overall they just create headaches, mostly because...

    Try using sprites/9patch + "mouse - on object clicked" instead for your button needs. If you absolutely have to use the form-controls, you can only style them with limited CSS, see construct.net/en/make-games/manuals/construct-3/plugin-reference/button

    A last ditch option is to place a sprite of how you want the button to look like behind the button object, and set the button object to be at 0.000001% opacity. (Just 0% will not work)

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WackyToaster

Member since 18 Feb, 2014

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