Chadori's Forum Posts

  • Arclight - Migrating to another Screen Resolution requires re-sizing and re-designing the entire game. If you already made your game in 1280x720 then don't waste your time in changing it because it will just lead to problems depending on your skills on using Construct 2. But in your next game if you are planning to make a new mobile game then I suggest using 854px*480px.

  • Hey Elliott , will there be any announcements today? I think Monday is a good announcement day.

  • How about a tile background with a size of ((ImageWidth* N(that will result getting bigger than the window width) * 2)

    Event:

    *Tile Background X < -Self.Width / 2

    ----> Tile Background Set X to Self.X + Self.Width / 2

    Or you can just check the template : Auto-runner

  • - I remade your .capx here. I hope it helps. https://onedrive.live.com/redir?resid=A ... ile%2ccapx

    BTW Ashley is it a bug that the imagepoint X,Y rounds up decimal numbers?

  • - I noticed that before when I was making a .capx to help in the forum. But I believe that is not a bug because the Window Width and Window Height is based on the browser's size or screen size(if fullscreen). You should use "OriginalWindowWidth" & "OriginalWindowHeight" for that to have an accurate measurement.

    Edit: I also found something that worsen the inaccuracy with the positioning of your test-sprite. I noticed when I replaced the "WindowWidth" and "WindowHeight" with "OriginalWindowWidth" & "OriginalWindowHeight" that the position of the sprites are still misplaced, that's when I noticed that the image size is (5,5) and when I set the image point to middle the image point goes to (X:2.5,Y:2.5) but when I close the image editor and reopen, I saw that the location came to (X:3,Y:3) and it looks like it rounded it off and it will make problems with positioning. I don't know if the image points inaccuracy is a bug but for the moment I suggest using TiledBackgrounds or resize the image of the sprites to numbers that can be divided and still retain a whole number.

  • glerikud - Yes, i will certainly give you a link if I ever make one .

  • lucky Star - How about Nintendo Wii U? Nintendo Wii U is a great console platform for professional games but I don't really agree calling app store games not an actual game, they are still games but just in a different and cheaper platform .

  • Wenutz - Your details is so vague and some of us don't experience this at all. You must have done something that conflicts the build. The log file actually helps even if it so long, the error details inside the log is usually at the bottom and highlighted with a red color or has a text failed right next to it. Intel sometimes don't answer messages with inadequate information and common problems that can be fixed using some tutorials, solving by yourself or third party related problems. If you ask me, the reason might be because of your third party plugins which is out of the hands of Intel.

  • Congratulations. That's a big achievement.

  • Elliott - I've heard that your servers had some problems, so will there be a delay or is it already fixed?

    Win or lose, I still want to know the results of the game jam.

  • DAVID - The webstorage plugin is the outdated version of the localstorage. Even if webstorage is replaced, it is still usable if you are not going to publish in chrome webstore. But if you are making a new game, make sure then to use localstorage since it is the lastest type of offline storage.

    Localstorage is the same as webstorage, the difference is that the localstorage is more efficient since it only runs as a function or trigger when you call it. Webstorage was replaced since it was always checking the keys and values since it was running every tick. Both has the same use, that is to store offline keys and values for example key("HighScore") value(10)points. Hope that clarifies it.

  • Yes. Rename the files.

    For example:

    If the file name is Game.capx.backup1 then change it to Game.capx

    If the file name is Game.capx.autosave then change it to Game.capx

  • - I hope, I've been trying to ask them about the white bar on splashscreen startup but still ....

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  • Ubru - Sorry for not replying, I just noticed this post now.

    You want to use the IntelXDK Splashscreen and your game is 960/1280. What you are going to do next is make a splashscreen image with the size of 960/1280 then resize them smaller 4 times with respect with the aspect ratio. But luckily, there is an automated way by using the Android Asset Studio:

    Link:

    https://romannurik.github.io/AndroidAss ... tches.html

    Since you want to have 4 splashscreens resize, so first set the Source Density to (XXHDPI).

    Second, import your "960/1280" splashscreen.

    Third, Set Edit Mode to "Stretch Region" or whatever part you want that will happen when the screen size is bigger than that of your game window size.

    Fourth, Download Zip.

    Fifth, Import the images from lowest to highest in the IntelXDK (MDPI, HDPI, XHDPI, XXHDPI(The Original))

    PS: Android Asset Studio makes also makes your Splashscreen stretch even in broken aspect ratio in mobile devices since it is turned into a 9patch image that stretches the part you assigned in the AndroidAssetStudio image editor grid whenever the splashscreen doesn't fit on the screen. But you need to have 4 sizes since 9patch images can't shrink, that's why Android Asset Studio makes different sizes and IntelXDK requires 4 sizes.

    [quote = Ubru]Next thing, can I modify that pre-created loading screen in C2? I know I can load my image like a logo but what about that progress bar (size, spacing, color, style, etc...)?

    As I said, you have to use a loader layout.

    First, Enable Loader Layout on the Project Properties.

    Second, Your first layout is your loader layout and replace your default.

    Third, Design your loader layout. Tutorial: https://www.scirra.com/tutorials/318/ho ... ng-screens

  • - I believe that the Persist Behavior in Construct2 r227 has nothing to do with the problem because it is totally working fine. And your details is too limited compare to a .capx or atleast a screenshot. I am only guessing here since I can't really tell what is the exact problem.

    *Did you make sure that all the sprite instances have their default controls deactivated? Try to check it again.

    *And also try to update your C2 version to r227 and try if it works.

    *Check your events again if possible that you made an action "set to enabled".

    I made my own test of the persist behavior based on your details and it is totally working fine. I can make sure here that the Persist Behavior is working fine in C2 r227.

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx