Headbang Games's Recent Forum Activity

  • Why not just do it with a bullet behavior?

  • It depends on how big and complicated you're planning on making your layouts.

    With small/simple layouts you can mostly wing it as you go, but if you're planing on big layouts with multi paths and whatnot it'll be faster to sketch it down on paper first, at least the main routes of platforms.

    Work with tile based platforms and scenery 32px/64px, then use a math paper as your grid and sketch on it.

    You won't have to test everything since you know exactly how high and how wide you can jump.

    The tilemap plugin is amazing but it is still not perfect, you can't fill/draw a grid with rotated tiles and you can't select and delete a bunch of tiles and you can't move tiles around, so making changes to your path on the layout can be a little tedious a times.

  • Yup just save it to json then load it from json.

  • How about a layout init condition?

    An event that fires only once when the layout is displayed for the first time (re-entering/reloading layout does not fire this event), I usually manage it myself with a dictionary and by checking the layout name, its a pretty common feature to have in a game engine, though it's not that high in priority.

  • hi Ashley

    I was also looking into it for my own project and I found this:

    http://dotancohen.com/howto/rtl_right_to_left.html

    On the bottom of the page you'll see a table with a character named "RLM - Right-to-Left Mark", it's an invisible character that fix ltr to rtl, if I paste it at the end of the text line it shows up correctly.

    Do you think you can add it to the official text plugin?

    Here is an example with hebrew text

    http://www.avishaymizrav.com/test.capx

  • you can edit the runtime.js of the canvas plugin

    search for URL and replace the line of code with this

    ret.set_string(this.canvas.toDataURL('image/jpg',0.6));

    or any other format/value you like.

  • No unfortunately file larger than around 800 kb cannot be downloaded, I changed the export url action to export a jpg with 0.6 quality instead of png 1.0 working with a 2048x2048 canvas size should work ok, that's the best I could get.

  • On some cases its faster, but if you want to set it back to zero or hit a specific value it's a little tricky.

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  • I tried playing with it a little, but it's a little hard when you can't punch in the values with the keyboards, so I gave up pretty fast, I will look into it more later.

    Anyways this is a really cool effect and editor, well done mate!

  • Sure no problem, come to think of it, i think you can put the webgl straight on the usermedia or the layer and take the snapshot, without saving the image first, unless you need the user the edit it or something.

  • you can have an empty sprite on the layout, then use load image from url on it to set the image from usermedia, then do a snapshot, you have another trigger onSnapshot then you can fetch the snapshot image with another system expression, don't remember the exact naming but it should be easy to find.

    You can alternatively use the unofficial paster plugin, it allows you to paste in sprites with webgl effects, then you can fetch the image with an expression.

  • you can save the snapshot to an image on your layout with all your text and watermarks on it, then just use the builtin system action canvas snapshot.

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Headbang Games

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