PixelRebirth's Forum Posts

  • If you use the action 'Set canvas size' to change the size of the canvas, the game won't be horizontally centered anymore in the browser window, but aligned to the left instead.

    <img src="https://dl.dropboxusercontent.com/u/2306601/canvaspos.png" border="0" />

    Just find it irritating and I guess it's unintended behavior. If you have fullscreen set to 'Off' in the project properties, you won't notice this in preview by the way. The exported game will always be aligned to the left though.

    With some manipulation of the exported index.html file this can be countered, but I still thought I'd throw it out there.

  • No support of key arrows make your game unplayable for all players without a xbox controller or a qwerty keyboard ... sad.

    Oh darn, that's my bad. Didn't cross my mind. I originally had arrow keys control in there, but changed to WASD for some reason.

    I plan to extend this game a little post-LD, I will be sure to add arrow keys support then. Sorry for now. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Hey guys, this time I did make an entry for the Ludum Dare 27 compo.

    Trying to get something playable done in a mere 48hrs was at least as annoying as it was fullfilling, haha. No, okay, the fun side of things clearly prevailed.

    Anyway, I created a retro-style platformer (what else?)called Hair Cop that deals with terrorists, explosives and very good hair.

    Play some and give feedback if you like. <img src="smileys/smiley17.gif" border="0" align="middle">

  • Confirming the issue reported above by tumira. Doesn't appear to work with the latest Construct 2 release (r139).

  • Description

    Ikoiki is a cute grid-based arcade puzzler. Your objective is to eat all the cupcakes in every level. Switch the gravity and manipulate objects in order to achieve your tasty goal.

    Play

    Click the image below to play the preview version of the game, which consists of the first world with six levels.

    Controls

    Touch/click next to the character to move left and right.

    Tap/click above or below the character to invert gravity.

    Feedback

    Of course all feedback is very welcome. In case you do own a mobile device (smartphone/tablet), I would be very interested in hearing about the performance you're getting in Ikoiki. Thank you!

  • Outstanding work! Could be a Cartoon on Nickelodeon or something. Can't wait to get my hands on it!

  • Quick heads up: I recently uploaded a revised version of this game named RUE remix to Game Jolt, where it just got featured.

    A good time to try your hand at it I guess. But beware: high difficulty!

  • <img src="https://dl.dropboxusercontent.com/u/2306601/ikot/screen1.png" border="0" />

  • PixelRebirth I've updated the plugin (advertising plugin) to have a property on whether or not to display the advertisement when loaded. I haven't been able to replicate your problem with the hide advertisement action.

    Oh indeed, the updated version solves the problem. My bad. Thanks for explaining!

    Btw the mentioned error happens when you put the hide action in a Start of layout event.

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  • Another concern I have with this plugin:

    How do you actually use ads that display in end of action screens properly(like you finished a level).

    The ad object has to be added in the layout, so unless your end of action screen is a separate one, you have the problem of not displaying it until the appropriate time.

    When you try to hide the ad with the action of the plugin, you will unfortunately get a javascript error. Maybe I'm missing something...

  • Just a little heads up:

    I dug up the old Crypta project in order to use it as a testbed for Clay.io integration. Here's the present result (click image to play):

  • Oh, that's very informative actually. Good to know, thx Ashley. Looking forward to the next build then. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Sounds like this issue doesn't it ?

    Try to have a play with the point/linear values of the "sampling" project property ?

    Actually no, that's not the same issue. The sprite does mess up in the actual exported project (while it doesn't on preview), I don't have any concerns how it looks in the editor either.

    It should work and display the resized sprite properly, but it doesn't when there is a certain amount of frames and Construct puts it into one single image file on export. Remove some animations/frames, so that there will be just 3 or less (I think)and C2 uses a few images instead of a single one for the sprite on export, and it displays correctly again.

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/2306601/ikot/bugSprite.capx

    Relates to the following forum thread:

    https://www.scirra.com/forum/issue-with-sprite-on-export_topic68532.html

    Steps to reproduce:

    1. Create a sprite in a blank project, resize it slightly to make it smaller.

    2. Add animations to it, so that there are enough frames for C2 to put it into one single image.

    3. Try to preview the project, export the project and run it.

    Observed result:

    The resized sprite appears all blurry and pixellated in the exported project, as opposed to the preview which still looks fine.

    In the example capx the sprite has 3 animations. If you delete one of them, C2 will put the frames of the sprite in separate images again and it displays fine again.

    Expected result:

    The sprite should look the same in both preview and exported project.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: not tested

    Operating system & service pack:

    Win7 64bit SP1

    Construct 2 version:

    r132 (also happens in the previous stable release)

  • Perhaps it hasn't something to do with the png compression when you export the project? I'm not sure what else might cause something like that to happen.

    Yes, that's what I suspected when I checked the exported png sprite-sheet. The image itself appears to be fine though, no quality loss.

    However I noticed that the whole frames of the sprite are now in one image, when before with fewer animations it was 3 separate images and the issue didn't occur.

    So maybe C2 is messing up the rendering of my resized sprites somehow when every frame is in one image. Seems like some sort of bug to me, but as I mentioned I wasnt able to reproduce it so far.

    EDIT: Nevermind, I was able to reproduce it in a new capx file, posted as a bug report.