Aphrodite's Forum Posts

  • Agreed to an extend. Also same for games going into OS restricted stores (google play only, app store only, etc..)

  • One way to handle this could be to do a for each (ordered) to pick the bubbles in the good order (by ordering by their Y position for exemple, or their UID), then store their color inside a string formatted like "red|red|blue" saved into a variable,then you apply a while loop that will compare the value of each token of the string to the value of the sametokenposition+tokencount as long as sametokenposition+tokencount is the same value as the token itself, counting the number of time the while was used, when the while is over, you have the number of same bubbles, and you can jyst pop them out.

    I am pretty sure there is a muuuch easier way of handling that, but basically you would compare the value of the bubble to the next until they are not equal anymore.

  • Unless they have something to prevent fullscreen, the request fullscreen action should work (I think they don't have anything to prevent this, that would be foolish for them)

    As for the resolution, I think some people use 640x480 and 800x600, but as I said before, due to how C2 works (at least if the graphic quality is on high, which is the default option), just set the window size to a smaller value and zoom out should do the trick just fine (unless you are playing with zoom in and out in your game itself, in that case more adaptation would be needed)

    I think setting the window size to 800x450 and set the layout scale to 0.625 shouldldo a quick fix, but try it out before to verify if that works well in you case (and provide a fullscreen button so people can enjoy it fullscreened )

  • Valerien : Just read your complex UI tutorial, and while it is functionnal, I think it is possible to open up a little:

    The all buttons in one object while it works, can be really misused, not all buttons should be in one I think, but more functionnalities wise, they can be (every button relative to facebook in one object, every button relative to navigating menues could also be like that), so at the end you don't have to navigate as much into buttons (when you want a facebook functionnality, you know automatically which button it is, so you place it and you are good to go in that exemple), and you keep the advantage of not having all of them loading at once (even if this one is minor), it is IMO clearer than having to search every animation the unique object has to offer.

    The UI elements as globals can be used, but the other way around (using a function to create it and set it at runtime, a decent use of containers to link the realtive elements between them) not only keeps the issue of the layer indexing at bay, but also helos during testing since you don t have to go into the layout that creates it each time you wanna check something. Also it is less risky since you wont have them present in every layout.

    As for the UI layers, this is a tip I cannot agree more with, it is just the easiest way to deal wi a pause screen.

    Keep it up, you are good

  • The window size parameter won't affect quality unless you have the low quality option setted, so it is more a convenience and aspect ratio base rather than a huge decision (assets will define the quality by themselves, so you should worry about them). 800x600 is fine for html5 portals too since they will use the window size as the setted window size on said portal (which bothers me when your game can scale up and down)

    And even with a chosen aspect ratio, it is best to ensure your game adapts to other display (which is not as difficult as some think, it all depends on the game, some will be sorted with a simple scale outer + unbounded scrolling + anchor behavior on hud and menus elements, other will have to be rzplaced with the event sheet.), it is just something you have to prepare for beforehand (I remember a project where someone hard coded every position with direct numbers like 800 rather than relative positions of the borders, in retrospect it was a real mess to work with this code anyway, if you want to target multiple screen size, try to see when something has to be placed relative to a corner or a border of the screen or not, that will be at least the first step)

  • i.imgur.com/Js2FHme.png[/img:z4zr6ll8]

    Just to add that using unbounded scrolling, the display of the layout can be centered more easily, that combined with a use of the anchor behavior can help starting out (of course your approach is still valid, but to beginnyou might want to look into simpler methods first), that also will make the layout view useful (placing everything by code can be done, but the layout view is easier to do this kind of work)

  • why not node-webkit?

    Node webkit has it's own engine, while using just a virtual server would let you use the browser you want in theory

  • I have no idea why some would play while others don't

  • Arf, that does not bode well :/

  • The file for multiple language support cannot be used Bass_X , since the translation process was not Finished.

  • The pros are actually well described, but let's hope the cons aren't as wrong as

    :"Weak

    Edit | Comments

    Construct 2 offers a rather limited feature set if you intend to make anything past a basic, formulaic game."

    for the other engines or else it would not be an indicator of cons of said engines

  • you can paste the text object by putting the paster over it and use the Paste action, then you can use the Paster.imageUrl to load it inside a sprite via the load from URL, hope that helps

  • Clickteam fusion going as 2nd place from all listed alternative does not seems that right.. It really feels pretty wrong, I can see people using it, but liking it that much? I don't really trust that top thingy, I can stand C2 not being first, but see clickteam fusion as 2nd while C2 is 3rd, there is something fishy about this.

    Upvoted C2 for the reasons I like about it.

  • Not sure, but I think the paster object can paste the visual apparence of a text into itself, which could be loaded into a sprite, which could be scaled, but this is kind of a big setup for that, and the result may not be ideal..

    you could also use multiple texts objects for each paragraphs if applicable.

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  • Set layer background color

    Set the background color of a layout. Note if the layer is transparent, setting the background won't change the appearance unless you also make the layer opaque.

    This could help if you let the user choose the r, g, and b value I guess