Background image too big for iphone?

0 favourites
  • 6 posts
From the Asset Store
500 monsters and creatures images for card games - Set 1
  • Im making a game with resolution 1366 x 768 for my iphone4s

    My problem is I have tiling backgrounds that I want to fill the entire play area, which is 2000px vertically. The images big enough to fill this area do not display on my iphone and i cant stretch tiled backgrounds...

    How do I get an image that big to tile ?

    Works fine on PC preview but when I use my iphone the backgrounds dont show up because they are too big. (I tried scaling them down but I dont want them to tile vertically.

    <img src="smileys/smiley19.gif" border="0" align="middle" /> <img src="smileys/smiley7.gif" border="0" align="middle" />

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Cmon people, it's my birthday some help would be nice haha!

    How do I make a large layout that is unique?

    I put the vertical parallax at 0-10 and it works on mobiles now but it's semi laggy with an image size of 1280x960 for the backgrounds (4 layers) and a couple physics objects

  • Try just disabling the physics objects and see if that clears it up the laggyness.

    Are you wrapping it with CocoonJS, or just running from a browser on your phone?

  • just running it from a browser on my phone.

    It was running all the physics objects and everything perfectly well until I added the large backgrounds.

    There is 4 background layers with parallax that when i take out the project runs well again. Tiled backgrounds sized at 1600x1200

    And yea the physics object contributes to the lag but it is the player and the ground so not much I can do about that. Without the backgrounds it doesnt lag really.

    EDIT: Tried using CocoonJS to speed it up and hopefully resolve the issue.

    All I get is a black screen when launching my app. Tried local preview and exporting to cocoonjs and using the zip; both give me just a blank black screen (with an fps meter)

  • Okay, I updated to the latest version of C2 and tried exporting to cocoonjs again and it actually works but the touch events arent registering so I cant move lol

  • Anyone know why the touch events arent working with CocoonJS ?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)