warville's Recent Forum Activity

  • i have an advice for you , i have been u sing C2 for a long time and i have tried manything , the best solution is Outer scale , the best resolution for mobile platforms is 480x854 and with applying the Outer scale it will fit almost devices perfectly , if you don't want the white space in sides , use the anchor behavior for the objects that doesn't need to be at an exact position for example the HUD the background ... the Menu they can all have the anchore behavior , and for object you will position with event sheet use the viewport expressions , this will perfectly fit your game on almost devices.

  • i'm not home right now , i will take a look when i get home, i don't have C2 on this computer

  • please upload a capx project file let me see what are you trying to do , i didn't understand you very well.

  • it doesn't work, maybe you uploaded the wrong version of the file.

  • hemm doesn't seem a good way to me , tretching and generally risizing sprites in the engine isn't professional at all , you must have the exact size ready made. don't stretch and scale.

  • there is no specifique size , first of all pcik your layout size , decent one for mobiles like ( 480x854 ) , then the character size depend on your game type and layout size will be obvious to you

  • images sizes depends on the platform , second 190 is very fine for a desktop , but for a mobile you don't even need that size for a small mobile screen.

  • i have made a solution to you problem using only one sprite object for a road using frames as parts : it works 100%

    • if the part is in correct order and you droped it close to the previous one it will stick to the right position
    • if the part is not in the right order it will go back to the original position.

    as i have seen in the solution above you need a lot of work to make stick in the right position.

    here is the event-sheet below it may look conplicated but it work correctly:

  • What you have made is strange. Please try to do it as i suggested. Make different sprites for each part part1 part2 part3 and don't forget to set position on other sptrite on image point(1) not (0) because 0 is used already in the previous one.

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  • i don't understand what you are trying to do ? why you need different frames ? just differents sprites ! using instance of the same sprite is complicated because you can,'t make condition (is overlaping) on instances of the same sprite it's very complicated.

  • i have got an idea :

    make 2 images points for each road part , the first is the man image point (0) call it (bottom) and place it in the beginning, add another image point (1) call it "top" and it's obvious place it in the end of the" part. give each part a value call it order(integer) to test if the roads are correctly ordered or not .

    then when you drage and drop a road part , make a test

    if that sprite_level1_part2.order = sprite_level1_part1.order + 1 then {

    • set the position of sprite_level1_part2 to other object at image point "top" or (1) .

    // construct 2 will place the sprite based on it's principal image point so it will be in the right position

    }

    else if the sprite_level1_part2.order # (Not equal to ) sprite_level1_part1.order + 1

    then place it back to it's original position.

    i didn't try this i just hade it in my minde , i hope it works as i thought.

  • i will try to optimise it for you guys and implement if needed

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warville

Member since 28 Feb, 2014

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