Headbang Games's Forum Posts

  • Not sure if it's a bug or a feature request, when you switch layouts with a global object, the object stays on the layer using it's number (index) and not by its name.

    So if I have 2 layouts like this

    Layout 1 - layers:

    FG

    MAIN

    BG

    BG2

    Layout 2 - layers:

    FG

    MAIN

    BG

    and the character is on the main layer on layout 1, when switching to layout 2, I would expect it to remain on the MAIN layer, but it ends up in the FG layer (with different parallax and settings).

    capx:

    https://drive.google.com/open?id=0B3JLq ... DRaQ1lqZk0

  • Even if you can, that would mean you would have to add extra transparent area to the bottom of all your sprite (since you cant draw outside of it in webgl), for many objects/animations that can be a very bad thing to do, maybe you'd be better off adding a paster object and drawing the sprites to it, I've done it before, works good.

  • I use google analytics, gives me all I need, but I haven't tried the others.

  • Looks great, nice work dude!

    Thanks man, doing my best

    I checked out your game, got to level 7, pretty hard, but I like hard

  • Point 5 is there

    Damn how did I missed that

  • Bad Pad new trailer

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  • I am not sure if these suggestions are being read by the crew, but at least it's documented

    Here are a few features suggestions I would love to see in C3, some small but I believe very useful.

    1. It would be nice to be able to cycle through a sprite's animation frames from the object proprieties panel, the usual numeral textbox up and down arrows could do the trick, animations list would also be great

    2. Drag and Drop behavior, select picking method, z-order/closest to touch, when dragging overlapping objects, the drag and drop behavior select the top instance out of the bunch, in most cases I rather it select the closer object to touch x y.

    3. Having more than one image source for tilemap/tiled-background/9-patch and the ability to select it in the layout editor.

    4. Animated tiles / tiled sprites.

    5. a button for resting a sprite instance to original image size (in layout editor).

    6. setting index.html html/body background color from project properties.

  • ozzmotor there is already an effect for this, check out this page

    But keep in mind, in webgl the effects are limitied to the sprite bounding box, so if you want to draw below the image, you will need a lot of empty space on the original image.

  • Bad Fall is the first in a series of three mini-games we are creating as part of the Bad Pad family and as an extra promotion tool.

    The mini-games are based on parts of the core mechanics from Bad Pad with extra features added to make them stand as a game on their on, also the control scheme is slightly simpler and there is touch support so you can play it on you mobile/tablet too!

    The games will be free to play and ads free (aside for Bad Pad promotion material in the menu)

  • I think this bug was addressed in one of the latest betas, try it with 225.

  • What about an option to select the type of the new created object when dropping an image into the editor layout?

    Currently it only works for sprites, it could be nice if you could also select tilebackground/9patch/tilemap etc.

  • no prob.

  • Inside your capx or project dir, locate the event sheet under the directory "Event sheets".

    Edit it with notepad++ or any other tool you might use.

    Search and replace <param id="0" name="Gamepad">0</param>

    to

    <param id="0" name="Gamepad">1</param>

    or

    <param id="0" name="Gamepad">2</param>

    or whatever.

    for easier access you can move these action to another "controls" event sheet and attach it to you main one.