dop2000's Forum Posts

  • I am trying to integrate this barcode decoder. I managed to do it in C3, by added the library as a script and calling javascriptBarcodeReader() method.

    But a similar approach in C2 doesn't work, I tried lots of things and still getting the same error - "javascriptBarcodeReader is not defined".

    I don't know Javascript very well, could anyone help me please?

    Here are both project files:

    dropbox.com/s/sln5tzprry7ts56/barcodeReader_fromSprite.c3p

    dropbox.com/s/1x00lg9u4re2183/BarcodeReaderC2_notWorking.capx

    Tagged:

  • Play this sound with a tag. And add a condition checking that the sound with this tag is not already playing.

  • But not so much when there is 720 sprites, from "x00y00" to "x20y38", to lay down...

    Omg, this is a horrible idea! You need one sprite with 720 instances, not 720 different objects!

    You can define instance variables on this sprite, say gridX and gridY, to identify position of each tile in the array. And of course, fill these values programmatically, not manually.

    Another option is to use a tilemap. Tilemap is basically an array. On click change the tile under mouse cursor.

  • That or the preview buttons sometimes stop working for no apparent reason and I have to restart C3.

    If you launch the preview and immediately close it while it's still loading - there is a good chance that the preview button will stop working.

    There is a new bug that's driving me crazy. When I'm editing a large table (array), sometimes it starts scrolling up by itself. The only way to stop it is to close and reopen the array editor.

  • Set world gravity to 0 and apply constant force to objects instead. For objects that should float up, apply force at angle 270. For objects that should fall down, apply it at angle 90.

  • No, it's not possible. You can restore the folder structure in the exported game, but you'll have to add folder names to file paths in your events. For example, if you had AJAX Request MyArray.json action, you'll have to change it to AJAX Request "FolderName/MyArray.json"

    Of course, if you do this, the game will no longer work in preview.

  • R0J0hound Thanks, I though about using a large canvas. Just not sure how well it will work if trees are pasted on it on every tick. Will have to test this.

  • oosyrag Don't think this will work. There are 3 layers for objects and z-ordering is quite important. Light source may be in front or behind one or multiple objects.

    newt I forgot about this plugin, it may be useful. Although seems like it requires a very special mask..

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  • duplicates of the sprites on layer 1, but with solid colors, you could just zorder the light with solid blue trees and get the same effect, without canvas or blend modes. Probably what your first idea was.

    Yes, but there will be lots of objects like trees, maybe even animated. So duplicating them is not feasible.

  • R0J0hound You can set drawing blend mode in DrawingCanvas, but it doesn't work for pasting objects. It's still possible - I can use the tree as a mask with Destination In to "cut" its shape in a blue rectangle sprite, and then paste both sprites onto the canvas.

    Thanks, this may be a solution. Still there will probably be some issues, because the tree needs to be moved to a separate layer with "Force own texture=yes" settings, this will break z-ordering. And pasting doesn't happen instantly, so the tree will be invisible for a tick or two..

  • I'm using a blue overlay layer with Multiply effect to create day-night cycle. I also have light sources like candles or torches that should illuminate a small area. I put a white circle on the overlay layer and it creates a nice light spot.

    The problem is that the game is isometric and the light source may be partially behind a tree or some other object. How do I erase part of the light spot which is behind that object? Ideally I want to get something like this:

    Here is a demo project:

    dropbox.com/s/qco6vlzisxru9uk/NightLight.c3p

    I guess one option is to put a blue silhouette of the tree on top of the light spot onto the overlay layer. But this will be a lot of work.. Hopefully there is an easier solution, something with a drawing canvas maybe?

    Tagged:

  • Transition to another layer is instant, you can't use lerp for it. What you need to do is change the sprite size before moving to another layer.

    For example: run a Tween that will change sprite scale from 1 to 0.7 over 0.5 seconds, but keep the sprite on its original layer. At the end of the tween move the sprite to another layer using those long expressions to match its position, and restore the sprite scale to 1.

  • To sum it up: C3 moves forward so slowly.

    Nah, this is not true. The amount of new features added to C3 in the past couple of years is mind blowing!

    brushfe

    10-15 votes each will give Scirra a manageable list to consider.

    Maybe I don't understand something, but if Ashley is going to pick 5 most upvoted ideas, why does it matter how many people voted on them? Limited or unlimited votes - in both cases some ideas will get more votes than others, so just pick 5 from the top!

    .

    10 votes limit will be bad for us, because we will not be able to vote on many good ideas. We'll also be heavily influenced by how other people voted. If there are two equally great ideas, but idea A was posted earlier and has 20 votes, and B has just 1 vote, we'll be forced to vote for A, because it has much better chances to get to the top. And because voting for B almost certainly means wasting your vote.

    In my opinion unlimited voting will give much more accurate results.

    If the concern is about people making fake accounts or asking their friends to vote for their sometimes-not-so-great ideas, then again this issue will be worse with limited votes.

  • I'm using this tool to make spritefonts, super easy and quick:

    construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038