h1k3's Forum Posts

  • LOL, guess I didn't need the glass effect. Anyways I managed to make it look a little better with the delta and reflectivity settings in the water effect. But heres another question, possibly a bug? When I adjust the angle of the sprite it doesn't adjust the angle of the effect. It just changes the overall size of the effect square when using the water effect. Is there some way to make an angle work with a sprite?

  • Hi everyone,

    I've got one that's officially driving me nuts. I created a nice sandy background for beneath my water and overlayed some empty sprites with the glass effect over the water effect. It looks very nice except for one thing. Whenever I have the blank sprites overlapping It creates a visible seam in the water movement. Not so much a seam, more like a slightly darker spot where the sprites overlap. Is there a way to remove this seam through another effect? Or make it so when the sprites overlap it cuts out the overlapping part so it no longer overlaps?

    Thank you much in advance,

    Lance

  • you need server side scripting to upload pictures to facebook. Check developers.facebook.com for more details and sample scripts. So what you need to do is upload the pict to your server, then call an external php script to upload to facebook. the link above has an already written php file example that will do the trick.

  • This should help greatly. Thanks. Any idea when the other webgl features will be implemented? I'm guessing quite. A while since they appear lengthy to code right. In particular the textures and drawing features. I came across a ray casting thread here yesterday and loved the 3d visual effects but the calculating and drawing slices of an image seemed CPU intensive. If we could utilize the drawing features we could draw angled boxes like in the example and paste a texture image onto it. Or am I wrong in how the drawing and textures are done with webgl?

    Thanks again for posting this so quickly,

    Lance

  • Hi everyone,

    I've been looking through the webgl api and must say very useful stuff in there. I'm guessing at some point those tools will be implemented. My question right now is I want to create a lighting shader. I found some nice coding for this online but I haven't got a clue as to how to implement it into construct2. Can someone give me a brief rundown on how the two effects files work in the construct2 directory? Is there already an explanation on this somewhere that you can point me to?

    Thanks in advance,

    Lance

  • What is the best way to ensure browser compatibility with the audio and webgl? I've toyed around with the idea of checking the useragent string against the list of strings I found online but that would be a lot of lines of or conditions. Is there a simple way to verify that the user has say chrome 9.0+? I want to check this at startup and if an incompatible browser is found I want to display a link to one of the approved browsers.

    Thanks in advance,

    Lance

  • You do not have permission to view this post

  • Since browsers reach so far geolocation could come in very handy. Some places ban certain things. If a game has a ban on say alcohol or mature references then it might be wise to have a separate layout with those references removed. Some areas don't allow certain payment types, the list goes on. I'll be using facebook graph to determine what language is shown, however people without Facebook integration could utilize the location to determine language. :) I'd definitely call adding it a positive. :)

  • Hi everyone,

    My wife is starting an online business and needs to create a website. I understand this software won't work well in this aspect due to search limitations? Can you recommend a good professional html5 website builder for businesses?

    Thanks in advance,

    Lance

  • place some empty sprites over the doors?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • senjito

    I just figured it out the other day, I was over-complicating it before as well. Just right click on the condition and choose invert. That will make it so it checks the opposite. Say if up is down and you invert the other three arrows it will only fire when the up key is down.

  • Here is a snippet of what I'm using currently, maybe it can help(Note this works when you use default movement behavior arrow keys):

    <img src="https://dl.dropbox.com/u/77974757/8direction.PNG" border="0" />

    I then add additional buttons using the keyboard plugin.

    <img src="https://dl.dropbox.com/u/77974757/otherbuttons.PNG" border="0" />

  • Ashley

    Here's a link to the thread and I would love to see those and more included in the Facebook plugin. I'm using birthdate to give out in game gpresents and I'll be using the groups info as a in game grouping feature(alliance) the email I'll be using for support issues in game. I'd love to see that stuff included :)

    scirra.com/forum/my-facebook-plugin_topic54963.html

  • Just noticed this now after uploading my additions to the Facebook plugin(needed birthday, email and group info) so I added the permissions and expressions. Thought I would upload and share but I see that probably wasn't a good idea. So do I have the ability to delete the post under plugins or do you need to?

    Thanks in advance,

    Lance

  • I'm creating a game along the lines of Kingdoms of Camelot with some RPG style missions/playability and I can definitely say once you go past a certain size good project management becomes key. I started getting overwhelmed with all the sprite/textbox images so I had to go back and revamp using sprite instances and for the c2 program I started organizing into folders and subfolders. It makes things more a lot more manageable that way. Event reusability also plays a huge part. Create events that are resuable. I like to utilize groups to organize my events so I might have one event called movement. I'll activate the group when say the left key is pressed then pass a variable to the group pointing to the right sprite. ie set animation to gameinfo.spriteused & "walkingwest". Setting spriteused to knight will point the animation to sprite name knightwalkingwest.