AnD4D's Forum Posts

  • I've tried searching for this, but nothing has come up.

    Please see the attached:

    CAPX

    In the CAPX I have a tiled background with a normal map on the left, and a standard sprite on the right.

    I can't seem to get normal maps working as expected on tiled backgrounds. It all appears to be inverted. If you have a look at the code, the tiled and the sprite code is the same, however they respond differently.

    Also, I noticed that when I scaled the tiled background, in the editor it appears to shrink down and look odd, however at runtime it looks fine. It's just the inversion that is really the problem.

    I've tried looking it up. Are tiled backgrounds just incompatible with normal maps?

    I can work just fine with sprites, but figured it would be better to use a more memory efficient tiled background.

    Hope I've made sense!

  • > Does anybody know how to open a game which was saved with the higher version in the older one?

    xoros

    open the .caproj

    find the line that mentions "14400", rename to "14300"

    ghost - Open with what, sorry?

    Ahh, notepad or something. Got it!

  • :( D'oh, I'm seeing the same. Although mine is just a black screen when I export to HTML5.

  • ?????? ?????? ??? ???? ?? ???????? ??? ??? ????? ?? ??????? ??? ?????????? ??????.

  • Is this using canvas? I wouldn't have thought so.

    How simple was this to pull off? I'm getting over 30fps on my tablet, which is great. Shame not touch friendly.

  • I love this thing. Ordered my copy a while back. Looking forward to the time we get to tween animations, and even the possibility of allowing for rag-doll physics in C2... but I doubt that is possible :(

  • I agree, great job.

    I can't wait until Scirra releases an official plugin to do this. I have just the game in mind.

  • Have you saved your game as a capx or a project?

  • I get better results if I change the start of layout to every tick, but it's not what you want.

    I'd flag this up as a bug if I were you. Maybe it's due to the size of the layout. It's very strange.

    It's late now, but if I remember I'll try recreating it in the morning.

  • Interesting... can't quite see what the problem is, beyond your collision box moving away for some reason.

    Why are you using a separate entity for the collision box, might I ask? Couldn't you just apply the movement behaviour to the player?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I may be wrong, but I do not believe so. My understanding is that in the future, HTML5 will replace flash anyway. In fact, some tablets no longer appear to even support it. I believe that once we have proper vector support, Flash will be but a distant memory :)

  • man if you dont know how to make it stfu dont post here.

    I don't know how to do it because it's not possible with Construct 2! You realise this is a 2D software, right??? Stop asking the same question over and over expecting different answers!

    Try using the search function a bit more if you're not sure, and while you're at it, look up the definition of insanity.

  • This looks familiar...

    http://www.scirra.com/forum/camera_topic72894_post441695.html?KW=#441695

    I'm confused... Not meaning to sound harsh, but can you confirm that you know the difference between 2D and 3D?

  • Nofish

    Thanks, but this isn't a permanent fix. This should be how it always looks. I don't have to mess around with the standard font, nor the font in Photoshop, and other such programs.

    Why is this simply not default, and the bizarre gaps optional.

    To me it looks messy in my code.

    I'd rather use Photoshop for the time being, as I hope this'll get fixed, meaning the use of arrays and JSON are not required to make a simple tool work correctly.

  • Just wondering... is there any way that sprite font could be improved?

    I'm happy that we finally have something, but I find it strange that I have to go in and manually adjust the gaps between individual letters. M,m,W,w is larger, I,i,l are shorter, same with t,b, etc.

    I want to have some sprites at 30 size font, others at 16, others at 100. This means I have to set each size up for every font, and go through a lot of trial and error.

    I've found that I get fed up, and find it quicker to just open up Photoshop, type out the font I want, and save it as a png.

    Why is the font sprite not smart enough to auto adjust based on the width of the letters, like every other font tool I've used in the past? The only thing I am able to use it for are numbers, and even then I have the occasional quirk with any number above 9.

    Sorry if it's blatantly obvious, or I'm missing something that I should be doing. I think it's great that you can change the character width, but I don't think you should have to every time.