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Topics - eldiablo

Pages: 1
Chit-Chat / Changing the game type to web from mobile/web
« on: August 01, 2012, 11:59:26 pm »
I had to do this because of the big file size for the 2x versions of the graphics. I just edited the game.xml and changed the Project type to web and erased all the 2x graphics and fixed some code and it works!

Just for future reference if anyone needs to do this.

Works great except one bug. That is that if images are drag and the dropped in the Animations part of the Appearance tab, collision bounds are set wrong. They are set at the 2x the resolution (most probably connected to some part of the retina handling code), also a additional small 16x16 collision box is created.

Old Bugs (1.x/2.x) / Pausing a game messes up timed events
« on: July 08, 2012, 02:59:07 am »
I have a actor behavior custom event that starts an animation and after (do after) 0.5 s switches back to another animation (static state). This works fine most of the time, but after the game is paused and unpaused again the timed do after blocks don't fire anymore. The animation just starts and keeps going. The do after is completely ignored.

Ask a Question / Blocking click events
« on: July 07, 2012, 10:49:47 am »
Is there a simple way to limit click events to a actor type or an actor. I have a help screen that is displayed and game paused, however after the user clicks the close button the event propagates and the game control is triggered (which, of course i don't want).

I have 8 scenes and wouldn't want if at all possible to implement logic for all click receivers since this will get very bloated. I would like to handle all from the help panel actor type behavior.

Ask a Question / Get current opacity
« on: June 28, 2012, 03:35:07 am »
I need to check which actors have been faded out and process only those. Is there a opacity parameter hidden somewhere?

Ask a Question / Follow Drag and Drop messaging
« on: June 09, 2012, 02:08:44 pm »
I was wondering how would I go about implementing a trigger on "Follow Drag and Drop" behaviors mouse press/release on scene level. I am trying to do a jigsaw puzzle game and am using the fore mentioned behavior to do drag and drop.
I need to do some processing after the puzzle piece pickup and dropping, but am lost on best way to do this. I was trying a few different ways about this, for example i had a mouse press/release events on scene level that were scanning the actors for "Follow Drag and Drop" behavior then checking the "_Grabbed" attribute for status and then doing the processing for the ones with the "_Grabbed" flag set to true.
This however didnt quite work as there seemed to be some issues with updating as only the release event found "_Grabbed" to be true for one actor. Probably the press event fires on the scene level before the actor behavior sets the "_Grabbed" to true.

Ask a Question / Tweening custom attributes?
« on: May 29, 2012, 03:52:17 am »
Are there any built in blocks to do this? I can't seem to find any other than the ones under motion.

Where are these blocks gone?

Pages: 1