dos88's Recent Forum Activity

  • I am trying to detect the users browser and send them to the correct layout depending on which browser they are actually using I.E If user is viewing on Firefox > goto layout Firefox or Chrome > goto layout Chrome

    I'm doing this because for some reason the sprites & text object I have on screen get junky when viewing on firefox..

  • So why not put it in a browser where there's zero overhead? NW.js is designed for large desktop games.

    Well I understand that C2 is design for large desktop games but I guess it just goes over my head when I see nearly nothing in the project than on export seeing 101MBs lol..

    Also I wanted to export as a small desktop application, mainly because text objects seem to look better when I am not forced to use any of that fullscreen scaling crud..

    oosyrag Well I meant it was worthless in the context of creating small desktop applications, but you guys are telling me that there is basically no way to do that with C2, which is fine.

  • Fixed.

  • NW.js bundles the Chromium browser engine, which is how it works, but it adds quite a lot to the download size.

    If you have a small project which you're not selling, you can just export it with HTML5 and run it in the browser where it has zero overhead. If it's a big substantial game for the likes of Steam, even 100mb is a tiny size by the standards of PC gaming. GTA V is 65GB!

    It's a simple stat calculator with 88 events and 3 small images o.o

    It's not a game by any means I just can't really see how 3 Images with 88 events = 101MB :/

  • So I have a small program here that uses a total of 7.2 MB "Only has 3 small images" & the Approximate download size according to C2 is 850 kb with 88 Events, yet when I export my project using the latest version of C2 + NWJS the non-compressed file size is 101 MB.. Even compressed into a .rar file 32 MB is far too much for what my little program is.

    Is this a bug ? or is exporting with NWJS completely useless with C2 ?

  • Hello, I am trying to have a dropdown list that adds +2 points when an item is clicked, than displayed in a text output box, now I have that done kinda.. But I can't seem to get it so that it will subtract those 2 added points correctly when changing items, since each item gives a different point to the text output box. I have tried so many ways to get this work..

    I am using the stat point generator as a base template.

    Here is the capx, any help would be greatly appreciated!

    Under weapon damage buff is what I have for it at the moment, but don't really know how to proceed

    https://dl.dropboxusercontent.com/u/690 ... tCalc.capx

  • Such eye-candy xD i'm looking forward to trying this out.

    That water compliments everything

  • I'm certain the problem is with "On touch". This is a trigger event, which occurs only once you touch it. Try "Touch|Is in touch" or "Touch|Is touching object".

    Well I tried the "In Touch" and that works how I need it to, except that I am using a sprite, and when I set it to "Is Touching Object" the sprite that should be running only moves a bare inch when touching the object, it does not even seem to recognize that I am holding down over the object.

    EDIT: Oh goodness.. haha I figured it out.. Thanks for the help man It was so obvious I can't believe I missed it.. Maybe too much coffee..

  • So I have already created my events using the keyboard for testing really, now I am trying to apply touch to these controls by using the "simulate left,right up etc" action but when I do my sprite only moves like a mili-inch lol.

    A better example would be.

    On Touch > Collision DPAD_RIGHT > Simulate platformer RIGHT.

    Now when I do this the sprite barely moves an inch even though it works perfectly with the right arrow key.

    I am not sure what I am doing wrong is there anything that needs to be added to touch commands or ?

    Or a better question, how do I set it so that when the player is holding touch over an object to make it act like I am holding down the "Right" arrow key?

    The really strange thing is that it works perfectly for jump.. Just not for Left & Right

  • This might be a simple answer but this solution I'm suggesting is first thing that came to mind.

    In your event where the bullets follow the mouse X/Y, why not set an offset for the mouse.x/mouse.y? I mean like:

    Mouse.X -5

    Mouse.Y -5

    Tweak it until maybe if you can see if it'll work, but also try substituting +5 instead.

    If my memory is correct, -y corresponds to down, +y corresponds to up, +x corresponds to the right, and -x corresponds to the left.

    Thanks for the fast response!

    I have already attempted to play around with changing the mouse.x-5 mouse.y-5 thingys but it really does not effect the issue i'm having.

    Here is the actual capx file https://dl.dropboxusercontent.com/u/690 ... OOTER.capx

    If you open & run it, it will make more sense than me trying to explain it in text lol. right arrow key = show right arm + right gun & left arrow key = show right arm + right gun, left click shoots the bullet. Now each arm and gun follow the mouse on the x,y but you will notice when you rotate your mouse when using the left arm that it's almost like the controls get inverted.

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  • This is hard to explain in just text so I will have to post some images on my little issue.

    The short explanation is I am trying to have it so that a gun follows the mouse on two different sides and is able to fire bullets, the gun follows the bullet just fine, the bullet however does not, that and once you switch sides the mouse controls seem to be inverted ?

    Anyways here are some screens of the code.

    The arms & guns are all separate sprites with the proper image points.

    I want to convert to this touch later on but I need to understand how the follow the mouse deal works

    Any help would be greatly appreciated!

    And than I use this to prevent the objects from going to a 360 angle.

    The code above works great actually, except for the fact that the bullets do not really follow the mouse.x & y, the seem to be at least an inch over where the cursor actually is on the screen.

  • Haha, well I made it to level 19 but died 88 times Fun game

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dos88

Member since 21 Nov, 2011

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