AnD4D's Forum Posts

  • Increase the width and height global variables.

  • Sorry, I don't understand the question.

    You're saying you previously managed to change the colour of the browser itself?

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  • Link doesn't work.

  • Sorry, missed your last question.

    Have an invisible text object that contains the finished text. If spritefont = text.

  • Just so you know, you don't ever need to use Every Tick. It's just there so people can see it. Take it out, and you'll see it makes no difference.

    Put your add 1 in the collision. Remove the bool, change the bool condition to 'If var_global_txt_counter is greater than 0'.

    Saves you a global variable.

  • This is a beginner question, right?

    If right click & global variable coins > 5, create wall.

    https://www.scirra.com/forum/beginner-s-questions_f178

  • Phones are all different. That's what the tutorial is talking about. Some phones allow a 1280x720, others will form a big black bar at the bottom. If you want to fit all phones, you need to ensure each level has enough extra padding to ensure it'll appear.

    I assume you've been testing your nearly completed game on mobile devices frequently to ensure it's working.

    Play around with the "Fullscreen in browser" setting.

  • See that green arrow? That means it's a trigger once. This will override the every tick you have just below it. The keyboard works because it's effectively triggering a repeated state of on and off.

    Perhaps you should use a boolean instead, and have it triggered on. Then, when it's on, run event 16.

  • Stealing object? What?

    Just use the platform behaviour and apply a -y vector to it when you want to flap. Then check it's y position when you want it to glide and ensure it never goes below this level. You can top this off by lowering gravity, so it falls slower, and give it a constant X movement.

    Alternatively, you can use the custom movement.

    This question is easy and suggests you haven't really tried it out. There's a manual and even a beginner how-to section to avoid pushing the more advanced users questions down.

  • Very interesting behaviour. I like it a lot. Similar to what I'm looking for.

    How did you retrieve the angle of the surface? Is there a way to do it based on an object's position rather than touch?

    For example, if an object is high up, is there a way to see the surface angle beneath its 'feet' so that a check can be made to see if it would land successfully?

  • Is there a way to determine the angle of a surface?

    Say I have a square sprite, rotated at a random angle. I know if I use the bullet behaviour, the bullet can collide with the surface and know the angle it needs to deflect off at. However, I intend on using a platform behaviour on top of this angle, so it'll recognize not only what angle it needs to stand at, but also know what angle to jump at. I don't want to it simply jump vertically straight up, but rather at the angle of the surface.

    That make sense?

    I've tried doing it manually by having an object check whether or not it's touching the floor with both corners and rotating itself accordingly, but it's not instant and can lead to some juddering as it tries to set itself.

  • > I know I've posted this before, but have no idea if it's HTML5 or Javascript.

    >

    > http://ncase.me/sight-and-light/

    >

    That particular solution effectively brute-forces penumbras by having 11 separate lights! That's going to be quite a hammer on performance. The WebGL solution looks better with only a single light.

    I know the NWF is an exception, but I'd rather focus on the majority of platforms rather than just the one, even if it's Nintendo...

    Ashley Can't blame you for that... I just don't get Nintendo's decisions a lot of the time...

    With the version I linked to, I was just focussing on non penumbra shadows. Could the technique you used to generate penumbras on your shadow light not be applied to this example when using WebGL? Therefore giving the option of multiple light sources on one layer, along with canvas2d support?

  • > Anything that'll allow me too use multiple light sources and many shadows without WebGL is all I need.

    >

    This is basically impossible. WebGL is a requirement for advanced rendering effects. canvas2d is very primitive in comparison and already effects like the penumbras with a shadow radius are only supported in WebGL mode. Why is canvas2d support so important to you still? As mentioned, we are likely to drop canvas2d support entirely at some point in the future, particularly because pretty much everything that people asked for in this thread is basically impossible to do in canvas2d, so only supporting WebGL opens the door to more advanced rendering features.

    Ashley I only consider it important because I work on NWF. Therefore, I am restricted only to canvas2d. For some reason, they can't be bothered to support WebGL, so I'm tethered to using less developed effects. I don't personally care about penumbras too much.

    I know in the end it boils down to it being their fault and not yours... but I swear I've seen decent shadows on canvas 2d with multiple light sources before.

    I know I've posted this before, but have no idea if it's HTML5 or Javascript.

    http://ncase.me/sight-and-light/

  • I thought preloading was only for html5 games, where it needs to download the music, sound, etc.

  • That's an interesting idea. Never thought of it before, but it would be useful.