oosyrag's Forum Posts

  • One way is to have a loader project load other projects via iframe.

  • There was mention that converting to base64 was not necessary. But binary data is the way to go.

    construct.net/en/forum/construct-3/how-do-i-8/save-current-state-163694

  • For a dynamic loading system, you can use your scroll position as a trigger to determine when to load additional messages, and you'll also want to keep track of what messages have been loaded in a variable (an index value). You'll use this value to determine what messages to add/create as objects on your layout.

  • Use 9 patch for the background and text objects on top. Make them look however you want them to look.

    Edit: There should be quite a few scrolling tutorials and examples out there. Here's mine. dropbox.com/s/t5y5mwucvy8zpqt/flickscrollexample.c3p

    And also the official examples

    editor.construct.net

    editor.construct.net

  • gamedev.stackexchange.com/questions/98851/body-lost-a-velocity-component-when-hitting-a-wall

    Basically there may or may not be box2d properties we are not able to access to fix this.

    But the gist of it is that this likely happens when you have very very small values, which probably are occurring because you have very very small sprites. Based on solution 3 suggested by NauticalMile on that page, it sounds like there are two things you can do to try to improve the situation. You can either size up your assets by a lot (and scale them back down again later) to trick the box2d library into thinking its working with higher speeds (more pixels/second), or you can simply increase the speed and forces you are applying on everything, and then lower the timescale.

    I would try scaling everything up by size first, as the second option would affect the actual distance your ball travels without tweaking, since you do expect your ball to eventually come to a stop, unlike in a breakout clone.

  • -> Sprite: Tween "rotate90" property Angle to Self.Angle+90 in 1 seconds (Default, destroy: No, loop: No, ping pong: No)

  • One more thing to try is instead of remote preview, load up c3 in your phone in the browser and try a normal preview from there.

    Edit: So does it work on iPhone?

  • Depends on how you have the rest of the game set up.

    But generally speaking...

    On player death -> play death animation.

  • So it works in preview?

  • Add a condition to prevent the start of a new tween while a tween is already running.

  • If you're using remote preview, check your browser permissions to see if it has access to bluetooth. Otherwise kinda hard to help, since bluetooth is a pretty rare topic and no one is going to have your setup to troubleshoot.

  • Does the Bluetooth example by itself work to establish a connection and get the name?

    editor.construct.net

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  • Likely your peerids are not being properly assigned to each object. Will take a look at your capx when I get a chance.

  • I don't think you can. It would be off for the whole project and then you request full screen on leaving the logo layout via the browser object. I also don't think you can go without a l full screen mode for mobile exports so that's not really a solution anyway.

    You can try filing a bug report - logo images not behaving as expected on splash screen. If you follow the guidelines, it's probably the fastest most straightforward way to get a response from the devs. Even if it isn't a bug or something they can't change, at least they tell you why and might offer an alternate solution.

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