Headbang Games's Forum Posts

  • Well said

  • the file reader button is a dom object created on top of c2 canvas, therefor c2 can't communicate with it directly.

  • I am not sure why this happens, but moving the costumMovement set angle action to when isMoving or as an else on you keysNotDown event solves this problem.

    [attachment=0:661cq70o][/attachment:661cq70o]

  • you can also use audio tags, add a "tag" and check in the event if audio "tag" is not playing.

  • what about exporting and importing from the official scene editor?

    http://threejs.org/editor/

  • looks great!

    do you have an eta on the sub-plugin?

  • check you email inbox.

  • does it support playing animation?

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  • it works fine in the example i attached.

    upload the capx i'll take a look.

  • You have a condition under the system tab for on mobile device and for specific platforms.

  • add another var, nextBonus, set it to 200

    now check

    if points => nextBonus

    nextBonus add 200

    time add 60

    [attachment=0:p6krnami][/attachment:p6krnami]

  • you know you can get an email update whenever theres a new post in this thread, right?

  • Hi DatapawWolf,

    I don't agree with you, Scirra hasn't messed with a lot of stuff yet, not because it's not realistic, but because they didn't get to it yet, we see improvements and new features all the time, like the recently added multiplayer plugin, or the tilemap before that, or the pathfiniding and turrets before that, these were all realistic and required features that were done manually or with 3rd party plugin until officially integrated into construct and i am sure that a lot of these 3rd party plugins eventually pushed Scirra to cover that area themselves.

    That being said, i don't think anyone here is aiming to make construct a full 3D engine, but a 2.5D engine is certainly plausible and can take the engine another big step forward.

    Think about the possibilities of rendering objects in 3d instead of animation sprites, you have all the angles and unlimited number of animations without costing more memory usage or storage space.

  • Here is one way to do it.

    First i recommend you'll use 1 object for the text, just move it around, takes less memory.

    Secondly I recommend that you switch to sprite font if you don't want to run into troubles in the future.

    [attachment=0:2aoscxn2][/attachment:2aoscxn2]

  • I found that a dictionary is the best way to store and manage an inventory.

    I have a sprite object with one animation and a frame for each inventory item.

    when i want to add a new item to the inventory i add a key to the dictionary with the items name and the value is the animation frame for that object.

    then i have a function that shows the inventory, I create a new item for each key on the dictionary set the name value to the key name and the animation frame to the key's value.

    I don't keep any state of the item, if it changes (combine or what not) i just delete the old key and create a new one instead.