Headbang Games's Recent Forum Activity

  • Put everything you want to be masked out on the same layer, put the mask object on top, turn "Force on texture" ON, put everything else on a layer below it.

    here is an example

    http://www.headbangames.com/mask.capx

  • you can mask it out with another circle shaped sprite, or use something like the 3rd party canvas plugin to redraw it to a new image (not necessary if you don't actually need the user to download the image)

    For masking check out "Blend modes.capx" in your construct2\examples directory.

  • Check it against the boat's bounding box

    when you touch the boat, you can get boat.bboxleft (as your starting X point) and bboxright or width for the right edge, same goes with top to bottom.

    ex, for a 256 width boat with 4 equal 64px parts

    just do on touch/click

    ceil( (mouse/touch.X - boat.bboxleft ) / 64 )

    to get a 1 to 4 result

  • There are a few ways you can do that, firstly, all dom objects are built outside of the c2 canvas, so you can easily access them through the html, attach a css file to your index.html (after exporting) with all your settings (but this way you won't see the changes in preview).

    You can make a text string or store all the css into a dictionary/array (export to json) then import with ajax.

    You can build a function that will apply a preset of css to a selected object and reuse it whenever needed.

  • Of course, that's a pretty basic feature, you shouldn't have problems with it, my only advice is to use lowercase filename just in case (I had some issues with files not loading because of mismatched casing).

  • I had to do some nasty tricks, like delete a lot of animations or frames for the development process, then import them again when I needed to export, if you have a lot of audio file, that would be much easier to remove and add later, some new big features I would make in a separated capx and when it's finished I would marge it.

    Basically my conclusion was (this goes for mostly big projects), don't import a lot of asset before you got most of the code done, use mostly 1 frame to set up pose preview, animations names, collision, hot-spots and related code.

    An option to import animations from another object (with all settings) would have make this much easier to maintain, you could have a capx that holds the full object, then you can drop it as a new one and transfer all the animation, unfortunately there is no built in option for this, you can do it by manually editing the caproj file and replacing the object.

  • I had this issue, if it's the same one then it's about total amount of files in your project, after about 2000 files you will start getting the red bar (changes from browser to browser), sometimes refreshing while loading helps.

    The reason it works after export is that all your animations goes on sprite-sheets and the file count drops dramatically.

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  • Different objects uses different textures, if you want to share the texture, use different instances of the same object.

    For sprites, if you use the same image for more than 1 frame/animation on the same object, it won't get duplicated.

  • Just setup an account in GA to one of your domains (make sure you confirm it and its working), put in your tracking ID in the plugin settings and add actions with your events, works flawlessly here (as longs as it's online, on NW it's not working)

  • Not sure if it's a bug or a feature request, when you switch layouts with a global object, the object stays on the layer using it's number (index) and not by its name.

    So if I have 2 layouts like this

    Layout 1 - layers:

    FG

    MAIN

    BG

    BG2

    Layout 2 - layers:

    FG

    MAIN

    BG

    and the character is on the main layer on layout 1, when switching to layout 2, I would expect it to remain on the MAIN layer, but it ends up in the FG layer (with different parallax and settings).

    capx:

    https://drive.google.com/open?id=0B3JLq ... DRaQ1lqZk0

  • Even if you can, that would mean you would have to add extra transparent area to the bottom of all your sprite (since you cant draw outside of it in webgl), for many objects/animations that can be a very bad thing to do, maybe you'd be better off adding a paster object and drawing the sprites to it, I've done it before, works good.

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Headbang Games

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