Toby R's Recent Forum Activity

  • You may find this useful What is the best resolution for mobile game?.

  • Do you have any portfolio? Can we see some of your work?

  • Problem Description

    Sprite Font does not show the entire text in various situations. Bug relates only to rotated Sprite Font.

    * Does not show entire text if at particular angle (on some does on some doesn't).

    * Does not show entite text if near the screen border (this also behaves differently, details below)

    Attach a Capx

    https://drive.google.com/file/d/0BwT_0lczDpc9TmE2Y1NkNzMxS1E/view?usp=sharing

    Description of Capx

    In capx there's a Sprite Font object with Drag&Drop behaviour to easily test the problem.

    Steps to Reproduce Bug

    test1

    • Start project as it is
    • Drag text up (text will appear)

    test 2

    • Go to "game" event sheet and enable first "on start of layout" condition
    • Start project
    • Drag text down (text will dissapear)

    test 3

    • Go to "game" event sheet and enable second "on start of layout" condition
    • Start project
    • Drag text around (problem is gone)

    test 4

    • Start project
    • Resize browser window to be smaller (text appears)

    Observed Result

    Second line of text (dis)appears - depends on the test.

    Expected Result

    All text lines should be visible.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r233 64bit

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  • Yes obviously. There are open worlds and proceduraly generated levels in games, but it's about self made/designed levels. Procedural levels can't guarantee the good and attractive gamplay.

    So I'm talking about levels prepared by human, like in Angry birds etc.

  • Hey guys!

    I'm (actually we're - a small indie group) in the process of making a quite original (I think) platform acrade game. The engine is almost done and we have some levels as well. Our supreme goal is to make it the biggest game in the world, and to be more precise, a platform-arcade game with the biggest amount of levels.

    The point is that we're not sure what score do we have to beat? It's hard to find such info in the Internet, so I thought I'll ask you for help.

    Can you guys post games (titles) with the biggest amount of levels you know? That would help a lot! Cheers!

  • scirra.com/tutorials/71/how-to-make-native-phone-apps-with-construct-2-and-phonegap

    I'm sorry but can you explain how this relates to my question?

  • Hey iOS devs! I want to ask you to share a bit of your knowledge.

    I do not have a Mac not iPhone but I need to have IAP setup for iOS in one project. It has to be exported with Intel XDK. Can you please tell me if there's any plugin which currently works with Intel XDK and iOS? Also if there are any particular things that have to be set up for this platform in order to restore purchases. Basically any hints, code snippets, plugin information setups (both in C2 and XDK) would be much appreciated!

    Cheers!

  • I think it's an obvious YES for every developer as every new market is an advantage for promoting your game, and platform like Xbox is a serious thing. It would be awesome to have as much Xbox Live features as possible to use as it would help a lot with development and open new possibilities.

    Things like leaderboards and achievements are a core thingy and will surely be widely used. Over that It would nice to have Xbox Live user data to allow register player into ingame database in easy way - especially for multiplayer games. I'm not yet fully familiar of what they can actually offer, but again, the more features/tools we have the more possibilities we have and the more C2 devs will be encouraged to make Xbox apps. So a big YES vote - give it all you got .

  • Hi jeffige, I have some more time currently. Please send me details to tobyr[at]wtfgamesgroup[dot]com, I'll reply asap.

  • If it's just about changing skin of the character and all skins have the same animations names then the proper way would be to create an invisible player sprite which will have all control/movement events and each skins as a separate sprite with proper animations groups.

    Now whenever you need to change the skin you simply spawn the skin sprite on the player sprite and pin it to the player. As all your skins have the same animations (walk, jump, attack, ...) you simply run the set animation function with the proper param ("walk", "jump", ...) in a generic way, so one code will work for all the skins.

    Why do you worry about "copy events for each created sprite"? Events go to player and skins are just animations, so you don't need any control, collision or whatever events on them.

    Also this way you keep the code clean and easily maintainable. If it's a big project then I strongly suggest to focus more on proper code rather than on optimisation which in this case won't give you much advantage if you put all in one sprite. Even more... one sprite with tons of frames (all skins) will be pretty memory consuming for no reason as I assume you will not use all skins in each layout?

  • We don't know your project so we can't say for sure, but it looks like you made a bad approach on your feature. There are built-in animations functionalities in C2 which should be enough for you if you plan your feature the right way...

    ...but if your project is so original and you're sure you need to control frames directly then you can simply use Sprite > set frame function. Now to make animation you can use loops or Function + System > wait function. Hard to say what would be the best without knowing what exactly do you need. If you have really small amount of frames then simple Functions should do the job. If it's much more complex then you can even code the sequence in XML or Array and then run some self made generic code to play coded animation sequence.

    In short words there are many ways of achieving what you need but as long as you want to stick to one Sprite animation, then you'll have to make a manual animation with Sprite > set frame.

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Toby R

Member since 23 Mar, 2015

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