dop2000's Forum Posts

  • If you upload the game to facebook, you can't use debug mode. You can use Browser Log Spritefont.Text to print the text to console log. Press F12 in browser and check, maybe this will give you the idea of what's going on

  • Depends on your level configuration. For example, you can do this:

    Set camera x to clamp(lerp(Self.X,Player.X,0.1), 480, LayoutWidth-480)

    or

    Set camera x to max(lerp(Self.X,Player.X,0.1), 480)

  • 3. When I enable "unbounded scrolling", my background does not cover the entire screen and there's white spaces. My layout and viewport size is 960x 540.

    This is the problem. Your layout size is the same as the window size and you don't allow to scroll outside of it.

    You need to make the layout size bigger - the same as your level size. Or enable unbounded scrolling and limit camera movement.

  • Correct, you can only show a static text/picture.

    Another (difficult) option is to remove all heavy graphics from the layout. When the layout starts, you can show some loading animation and start creating all objects via events, one by one with "Waits" between them, allowing the loading animation to play.

  • Ok, so how do I create a loading screen?

    If you have a lot of graphics and you want to pre-load it for the next layout, it's not possible.

    You can display "Loading.." sign on layout A before switching to layout B.

  • Try making it very wide and tall to fit several lines of text (just for testing). It may be possible that there is a line break before the last name and that's why it doesn't fit.

    Also, check in Debug Mode what text is in this object.

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  • Ok, so in the example, when I pick a layout to go to, go to a loading layout and use the "load layout images" action?

    Unfortunately, no. You can only preload images to use in the current layout. As soon as you switch to another layout, the memory will be cleared, and then all images from the new layout will be re-loaded again..

    I have seen many games where there is an option for quality (usually high, medium, or low).

    There is a GFX plugin which allows you to change graphics quality. I only tested the included demo project, but it looks impressive.

    I believe in most games "quality" means different things. For example, on low quality you may disable some effects, remove some particles or decrease their spray rate, replace background images with lower resolution versions etc.

  • newt I believe, on export all sub-folders are removed. All files are stored in the root folder.

    PabloDev, press F12, see if there are any errors in the console log.

    Also, on export the file name may become renamed in lower case. Try "fondoestampado2nive14.png"

  • If you make the camera sprite visible, does it move to the player?

    Make sure you don't have other objects with ScrollTo behavior.

    Enable "Unbounded scrolling" in layout properties.

    Check that the layer has parallax (100,100)

  • Try asking in the scripting forum:

    construct.net/en/forum/construct-3/scripting-51

  • Do you have a loader layout?

    construct.net/en/tutorials/loader-layouts-custom-loading-9

    If you add it, make it as light as possible - minimum graphics, no music etc.

  • Thanks for the coffee! :)

  • Yes, it's much faster with scripting, check out this demo:

    dropbox.com/s/lv0j2ylolrcexv7/DrawingCanvasRewritePixelsJS.c3p

    I am not a guru in JS, not sure if the script is correct, but it works.

  • If you need a trail effect, here is an old slightly edited Rojo's demo:

    dropbox.com/s/1oopijoeqsnsomp/TrailEffect.capx

    You can add color changing based on opacity, or add a few animation frames with different colors to the sprite.

  • You need to execute "DrawingCanvas Save snapshot" action, wait for it to complete, and then you can read pixels with expressions, for example:

    DrawingCanvas.SnapshotRedAt(10,20)

    DrawingCanvas.SnapshotGreenAt(10,20)

    DrawingCanvas.SnapshotBlueAt(10,20)

    DrawingCanvas.SnapshotAlphaAt(10,20)