Chadori's Forum Posts

    Don't rush the Scirra Team on making Construct 3. If they rush, many unexpected events will happen or it may get incomplete. Besides, it doesn't mean that Construct 3 is finished that it won't have any bugs. Construct 3 will also be like how Construct 2 started, it will certainly have some little problems at first. But if we wait and have patience then Construct 3 will be released properly and tested carefully.

  • Nice game especially for a first game. Just a tip, you should limit the score to 0 so it won't go negative and also add life points and fix the animation bugs that sometimes trigger when there is a landing problem during the climbing. But overall, it seems nice.

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  • I agree. This will be very helpful. It really is time consuming using other programs to resize your images or calculating sizes just to keep the aspect ratio.

    Since you put it up, I will also like to suggest to make an image resize by percentage scale that also keeps the aspect ratio.

  • Nice. Can't wait to try it.

  • HessamoddinS - I agree. This will really be a good feature.

  • TMsimonW - I tried the procedure but it exported successfully. Maybe something different caused this.

  • I see, but I do not understand how to apply it. Can you please give me an example situation or .capx that viewport can be used? If it isn't too demanding .

    newt - A new typo *r225. XD

  • othmanal - Here is a tutorial I made for this: https://www.scirra.com/tutorials/5021/b ... es-pc-2016

  • Ashley - I'll try that but is the event I used to make a scenematic zoom wrong or do I need to find a new one or do you have a better one that I can use?

  • Can anyone give me a detailed information of "Viewport"? I really don't understand what it is? Thanks...

    Also, can you explain it like you are talking to a kid that has no idea about this?

  • othmanal . Based on my experience making Construct 2 games is that 1280px x 720px will be a great resolution for the future. 720px is playable and acceptable in high specs for example Apple Products and PC's but for Android, it is only playable in Android 4.4 and above depending in the game design. This is because the bigger the resolution of your game, the bigger your images are.

    But that is only one part of the factor.

    Another one is the Mobile GPU capability. A Phone might be new or is the latest android version or has a high cpu spec but if it's capability to render videos is only limited to 640x360 then your game performance will be a disaster in that phone. The reason is that the resolution of your game is higher than the specs of your phone and the images are also bigger than the resolution of the phone. Then the phone's Cpu will be rendering it all in compensation called Software rendering, and fps will surely drop below 30 (if lucky), below 10 more likely. Either way is bad.

    Summary:

    1280px * 720px will be acceptable if you publish only for Apple Products or PC's and etc but certainly "Not Android". Actually it is still playable and good performance in Android 4.4 (Kitkat) and above if it is high in specs.

    But the Safe bet will be 854px & 480px: You won't be having problem in your optimized game even in Android 4.2

    Safest bet: 640x360. This is actually recommended more for Pixel Games only. But assurance that it will work even on Android 4.0 devices.

    1980px x 1080px : Trust me don't try it. It will be very hard even for Apple Products and Android Phones can't render 1080px games without fps drop.

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    Based on your needs to work on Apple Devices and Android Devices :

    I recommend : 854px & 480px

  • This game makes me dizzy... The camera full rotation is a big "NO" unless you only limit to a 90 degrees turn and 45 degrees camera rotation effects. The game is a good idea but adding unnecessary and down-falling effects is a bad idea.

  • Ashley - You may have misunderstood the steps needed to show the bug. First, control the character using arrow keys to reach the end side of the layout(for example; right edge of the layout) then the Zoom will commence and on the edge of the window, white line will flash on the sides of the window, I think you are right that the cause of it is my floating-point zoom, but why does it "only show" when "pixel rounding" is "on".

    I can't post a screenshot properly because "on zoom" white lines on the edge of the window is flashing (when I reach the edge of the layout when the zoom is in progress). But this actually only happens on Pixel Rounding is "on", well apparent when Pixel Rounding is "On".

    ----------------------------------------------------------

    Since Float zoom level in my .capx is not good, how do I zoom properly without getting it to floating numbers but rounded ones?

    Thanks for the check...

    After several tries, I finally got a screenshot. (The lines were flashing from right and bottom of the window so I had to make 2 screenshots for each because I can't time it properly to capture both sides simultaneously). The lines are white so please view in a black background.

    Album:

    http://imgur.com/a/O5cCr

  • I have a simple game and i want to know how can i save the user data even when the app is being updated.

    I was testing that functionality and i completed 4 level but when i upload a new version of the game the level info is gone.

    Any help?

    Usually the data shouldn't be deleted if you just updated the app without uninstalling it. There must be a reason it. For example, you might have changed the key name of the data or you must have changed the event of what it scans the data for. Or (Unlikely) you must have made an event to clear localstorage data.

    Btw. I always update my android app and data is still there. You should try to check the changes you made in the update..