Toby R's Recent Forum Activity

  • There are many ways to do it. Basically if you want to move a character from point A to point B in X seconds then your have to draw the position change across some amount of frames. If you just use Set X then it will move it in one frame.

    You can use "lerp" function, then you can do a nice smooth animation. You can use "every tick" or "Every X seconds" and change character's position every frame. In both cases you simply check if currentPosition - startingPosition = 16, and if so then stop it.

    You can also use a Platform behaviour, and move character with built in functions.... and many other ways. It's all about your creativity .

  • textBoxObject => Set CSS Style => property name: "border", value: "0"

    Above will surely disable Text Box border. If not then it would be better if you post a screenshot, cause problem might be somewhere else.

    Regarding formatting the font - what exactly formatting you want to do?

  • I think you have to specify your problem a bit more. What exactly are you trying to achieve? In C2 you can use "random()" or your own functions while building (for example) "Compate two values" condition.

  • Yes it works with mobiles.

  • It should work the way you do it. Have you checked your mobile volume?

    You can also try to preload sounds first, or move them to the Music directory.... worth a shot I guess.

    What device do you use to test it?

  • Suppose the player closes down the app (ex. close web browser for HTML5 app and close app for exported Android/iOS), is it possible for the player to still receive some text notification?

    I'm not really sure how you see it with HTML5 app. When user closes the browser then there is no place where message should be sent to. In that case you can send him a message if he has some account in your app (on your server), and he will be able to read it once he logs in to the app. There is plenty ways to do that but I think this is not what you want.

    However if browser is opened and player is in your app then you can send him a message using WebSockets.

    Regarding mobile version, there is no built in plugin to do Push Notification in C2, but it is possible to do that with CooconJS and some manual scripting if I remember well. Just Google "construct 2 push notification" there are some information related to Ludei.

  • That is basically the same solution as with loading screen, but you use a black layer instead of loading screen sprite in it. However I haven't tried lerping the opacity. I need to check it out . Thanks for sharing!

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  • I know, that's why I wrote that I agree with that. Just wanted to clarify that it is not only one of the options but it is the right one .

  • Second instance of the same object will also take some RAM memory because game engine generates an object (from the programming term) which needs a possibility to be treated separately in any way. The same goes for animations. Every animation on your screen (no matter if it's an instance of the same object or not) eats some CPU resources because it has to be rendered on the screen separately (it might start burning later or earlier right?).

    Now what they have in common (all instances of the same sprite) is the sprite object. Which is simply a - let's say - starting template for the instances. So when you use many different sprites/trees then your game will have to store many "templates" which will use some more memory.

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  • I don't think you can determine with events if text fits the text box or it's too long. I had simillar problem with my quiz game. I use Sprite Fonts in my game, but the solution can be pretty the same with Text object. I manipulate the Sprite Font scale based on the text lenght. But I had to test it manually several times to find out the correct resizing ratio based on the text lenght. So you cannot check if text lenght is ok for your text box, but you can predict the resize you have to do on the fly.

  • Hi

    I assume every scene is a separate layout in your game. Every time player starts a scene you should save the scene name in the local storage. Then once you turn on the game again you can load layout by name which you can find under "System" functions.

    Regarding using local storage itself it is very easy and for your needs it will be only setting and reading the value which you can do with "Set item" and "Get item".

    Definitely the first step you should do is to read Local Storage manual.

    Good luck!

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Toby R

Member since 23 Mar, 2015

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