dop2000's Forum Posts

  • You can try contacting people who develop effects and shaders. Maybe someone could make a more performance-friendly effect which works for your game.

  • Yeah, there have been pretty serious changes lately, which make new project files incompatible with older releases.

    Press F12 after trying to open a project and check the browser console, it may tell you why exactly the project failed to open.

  • Some effects are bad for performance, especially when you add them to many objects. Applying the effect to the layer instead is a common way to fix this.

    Without seeing the game it's difficult to suggest, but the obvious solution is to make multiple copies of the same objects with different colors, or multiple animations in a sprite.

    If the objects are static and not animated, you can apply the effect on the start of layout, then paste them on a drawing canvas, then destroy the original objects or make them invisible.

  • One thing I couldn't fix so far is to have dragged element come in front of the rest of the scene

    You mean on z-axis?

    On Drag Start - Sprite Move to front

  • I'm guessing the first event was created using an old version of the Pin plugin.

    I can't tell you why your event doesn't work - there is nothing wrong on the screenshot, you need to post your project file.

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  • Please ignore everything I said about physics. Is this what you are trying to do?

    dropbox.com/s/lm21nghivlhrqhs/DragWithRotation.c3p

  • so I'd have thought it wouldn't matter if there is 7 GB of content, as it will still only load what it needs to display the first layout. Are you using NW.js with packaged assets by any chance?

    I tried creating a blank layout and set it as the first layout in the project - it still takes about 3 seconds to load, and the logo+progress bar are shown during this time.

    I'm testing in preview, but I believe it's the same in NWJS export.

  • All Android controllers I've seen (Moga, Nvidia Shield portable, Sony Xperia play etc.) work as generic HID controllers or keyboards. I'm surprised Ouya is different.

    Check out this project - it queries all pressed buttons on connected keyboards and gamepads.

    dropbox.com/s/fid513eo83ge26u/KeysCollect2.c3p

  • Do you mean something like this?

    construct.net/en/free-online-games/physics-ragdoll-template-23487/play

    You can drag the doll with mouse.

  • If you are planning to use Physics, here is a simple example:

    howtoconstructdemos.com/throw-a-physics-object

    Dragging a container object may be tricky. You can try attaching objects with pin for dragging, and then un-pin and re-connect them using Physics joints. But this may require a lot of trial and error.

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  • Desktop apps usually load more or less instantly as all the resources are available locally and so don't need downloading.

    Ashley

    It really depends on the game. There is a project which is 7GB in size, and even on a fast gaming PC it takes several seconds before the first layout loads.

    Could you add another option to the "Loader style" setting - "Logo only"? (without the progress bar)

  • It's possible to set an image as a splash screen for an Android or iOS export. But there is no such option for desktop exports.

    Is there any way to show a static image or logo (without the progress bar) while the game is loading?

    Note, that I'm not talking about the Loader layout, I mean the initial screen which is shown immediately when the game starts, before the Loader layout.

  • This is great, thank you so much!

  • This is not possible with events. The shortest code you can make is two actions:

    Set Player1Percentage to (character.Player=1 ? newValue : Player1Percentage)
    Set Player2Percentage to (character.Player=2 ? newValue : Player2Percentage)
    

    It's possible to refer variables by name in scripting.

    Or instead of global variables you can use a dictionary. Then you will be able to get/set dictionary keys by name like "Player"&character.Player&"Percentage"