How to fix different screen resolution ?

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  • Hello

    I tryed to fix this resolution scaling by myself but it get even worst <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" />

    The main screen should look like this:

    dropbox.com

    /s/zltoco8ukjp5620/defaultscreen.PNG?dl=0

    Project settings

    dropbox.com

    /s/2nc3h6vlxjhd2ru/nastaveni2.PNG?dl=0

    Layout resolution

    Layout size: 1136, 640

    Margins: 500, 500

    For export I use Cocoon.io Canvas+ and Crosswalk webview

    On my S4 mini 960x540

    dropbox.com

    /s/7ggvvm2dxsm4fy3/onS4mini.png?dl=0

    On tablet

    dropbox.com

    /s/gyzg4uc39ywg164/onTable.png?dl=0

    Thanks for your ideas how to fix it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • Start by getting rid of your 500,500 margins.

  • ok but It's only happens with Crosswalk export for older android

  • I've never found margins to be helpful in C2.

    Sadly, I am not as good with Android or Crosswalk.

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  • If you get a scaling issue on scale outer edit the c2runtime.js - guide here - https://shatter-box.com/knowledgebase/cocoonio-scaling-issue/

    After exporting from construct 2

    Open your c2runtime.js file and search for “this.canvas.height = Math.round(h * dpr);”. Then add into the if condition “|| this.isCocoonJs” (see code below).

    if (this.canvas)

    {

    this.canvas.width = Math.round(w * dpr);

    this.canvas.height = Math.round(h * dpr);

    if (this.isEjecta || this.isCocoonJs) //maybe this is better (Ask Ashley): if (this.isDomFree)

    {

    this.canvas.style.left = Math.floor(offx) + "px";

    this.canvas.style.top = Math.floor(offy) + "px";

    this.canvas.style.width = Math.round(w) + "px";

    this.canvas.style.height = Math.round(h) + "px";

    }

    else if (this.isRetina && !this.isDomFree)

    {

    this.canvas.style.width = Math.round(w) + "px";

    this.canvas.style.height = Math.round(h) + "px";

    }

    }

  • thanks for replyes

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