shinkan's Recent Forum Activity

  • You can use lerp or MagiCam plugin (highly recommend for any camera movements)

  • Layout size - Size of let's called this "area" where your game happens - think of it as a level size

    Windows size - Size of your game window. How big, in pixels your game will be on preview and after export. For example 1280x720 pixels means that your game window in browser,mobile or desktop will have 1280 pixels wide and 720 pixels tall.

    Margin - it's just a "free space" outside the layout in layout editor. make yourself a layout of size 400x400 and set margins to 0,0 - try pan around layout editor with Middle mouse button (or holding spacebar). Then set margins to 1000,1000, pan around, and see the difference.

  • If you are doing Shop thing with many items then you could use array, to store all items in the shop (price, description, damage, accuracy...)

    and then use values from arrays with sprite instance variables

    for example in pseudo code

    Set sprite_gun.accuracy to Array.At(item_id, item_accuracy)

    Arrays are global by default so you can retrieve information from them on any layout in the game.

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  • You can use webstorage to save textbox content.

  • damjancd most of textbox visual properties you need to set by CSS

    https://www.scirra.com/tutorials/624/text-input-using-textbox-and-invisible-textbox/page-3

    Tom I was only saying Your idea sound good. License "per project" seams better then RFL.

    and yes - link from emails do not work. only link posted here on forum works.

    I belive that depends on what kind of asset you are selling really.

  • Go with B. Offer 2 versions in google play, the free and the $1 one. You can always put some Ads into a free version.

    IAP are total bullshit (personal opinion )

    famekrafts not sure if I understand you, but I think you did not understand me, so we are even

    I don't care and have nothing against putting WIP works, demos, animations, previzs (previz'es ?!) or whatever.

    Or even people who buy stuff and share it somewhere else, that is inevitable in our times.

    My point was. In few seconds I am able to download every single asset from typical html5 game and most of the people can, without any special tools or experience - thats the big minus for html5 games.

    You are selling sprite animations for 5$. And same time you made a "demo game" with all your sprites to show how they work. And that's lovely idea for all customers, to show exactly what they pay for, and I really like this idea a lot. But unfortunately reality is not that sweet.

    From your store page I can pay 5$ and buy your lovely sprites, or I can run your animation demo and get them for free.

    I want you to understand that I'm not being negative or whatever, quite opposite actually. I was concern about that situation. I even made a quick test of Tom new demo feature and unfortunately it works as I expected. Not wrong but rather not secured.

    "Yes but then we have the option to enter the demo urls or not enter them."

    That is true, but people are usually unaware how easy it is to get all their assets from simple html5 page. And they usually do everything to promote their stuff.

    Tom don't get me wrong but "Demos"... as it sound good and nice, I'm not sure it's a good idea. At least not for all categories and especially not for animations.

    I don't want to explain why in details because I don't want to encourage anyone or tell something I'm not supposed to, but no.

    It maybe nice option to show very very small level from very large game, or explain how addons work and what they do, but that's it. I would never used that to show any of my sprites, animations, music or sfx :/

    and besides my whinings above, new store look better and better every day.

  • First of all if you want to display text all the time - do not use Text object, use Spritefont instead. For the performance question... they are both the same probably.

    The question is, do you need to show countdown text all the time?

    Image below shows how I displayed 30 minutes countdown - just minutes without seconds, it looked liked this in game "30m", "17m" etc.

    and i used Text object because this was shown only in two specific places in the game and it updates once a minute (and only while visible). For most of the game time this was destroyed. On game over screen it was created, time was compared and then displayed.

  • Unfortunately not,

    I've asked Ashley many time about saving tabs order on exiting C2, but his always very busy so we need to wait a bit longer.

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shinkan

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