d5s's Forum Posts

  • rezagamertag: Thank you so much for your replay. As you suggested, I made the window and layout of the same size and that got rid of the x=180 problem.

    Your suggestion also gave me an idea to use a window/layout size of 1x1 like 640x640 or 960x960. And guess what, the scaling is there but is no longer so obvious.

    Now I am wondering that is it okay to use an unconventional size like 640x640 instead of the standard ones? Or will it mess with my game at a later stage?

  • i have been trying to work out a way to make my simple match-3 game work in both orientations. After a lot of snags, now the all the assets appear in the right places in both the orientations but for one big problem.

    It turns out that all the balls are much too small in the portrait mode. Why is that? And is there anyway to stop that?

    If it helps, I am using a window size of 960x640 and a layout size of 1140x720. Also, one thing I noticed that in landscape mode, the left side of the screen starts from x=0 but in protrait mode, the screen starts from x=160. If this means anything, I have no idea what that might be.

    So, if anyone can explain what exactly happens when the orientation changes?

  • To those who answered me - could you please send me you e-mail addy? I don't have enough reputation points to send PM.

  • Need an experienced programmer to help with implementing a game. Initial help is required with using Touch to move more than one sprite in a predetermined direction.

    This is a paid job.

    Anyone interested, please send a PM so we can discuss the details.

  • OKay, I am thinking that instead of pausing the sound, if I simply lower the volume by a ridiculous amount like -1000db, then can it work or will it cause some other error?

  • I am having the exact same problem too which is why i am bumping this thread.

    Sound/Music on/off works perfectly in desktop/browser but refuses to work in IOS simulator. I am using Ejecta, if that matters.

    Pausing/Restarting sound does seem to work but for my game to work, i need the sound to play but depending on the player's wishes, should be able to go into silent mode.

    Thanks.

  • Hi,

    How does IAP work with Ejecta or just plain work? I have read the manual but can't seem to make it work.

    This is as far as I got but it doesn't work, even in Test condition.

    As for the leaderboard to work in GameCenter, can't make any headways there. Makes me feel really stupid and frustated.

    Any and all help will be appreciated.

  • blackhornet - Thanks for your idea. I think it works, so far as I have tried.

    (who knew a simple match-3 game could be this complicated!)

  • Bump.

    I really need the answer. My game is almost finished- this is one of the very last hurdles.

  • I have been using tags for sound effects.

    My specific issue is two different events can happen simultaneously, in which case the associated sound effects with different tags play at the same time and together make weird noise artifacts. In fact, sometimes, more than one instance of the same event can happen at the same time, in which case, the same sound effect clashes with itself and causes trouble.

    I was wondering if there is some way to work around it?

  • Hi,

    I have been building a variation of a simple match-3 game for a while. Now I have managed to make a system with all the typical additions - like creation of specialty ball and boosters and such. But I now have encountered a problem with the sound effects. When different events occur at the same time, the respective sound effects overlap and make weird noises. Now what can I do to stop this?

    Thanks in advance.

  • Thanks for your suggestion. It does seem to be the easiest way to deal with the candies. Thanks again.

  • [quote:2dkp5yjo]

    but doesn't the main candy area never move when flipping between landscape and portrait?

    The main candy area has to move because the north to south changes when the orientation changes and so the candies then must then drop in another direction.

    In Construct 2 itself, I think I can compare Window Height and Window Width and place the HUD elements accordingly. It's the balls/candies that is the problem.

  • - "I'm guessing you probably want to do something like Candy Crush Saga does."

    I am actually following a tutorial I found on Tutsplus by David Silverman. I finished it and then I did think of Candy Crush and how those types of games work in any orientation. So I am wondering how it would work here.

    " It switches around HUD parts based upon landscape or portrait. "

    Are you saying that if I design for landscape mode, the portrait mode will take care of itself? Could you elaborate a bit - this part isn't not clear to me. I am just not getting how the balls will land up in the right place when the device is rotated.

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  • Thank you so much for your reply.

    My plan is to design for 480x320 (landscape mode) and make the background big enough to account for the other aspect ratios using scale outer. Further, I plan to place the GUI elements (score, lives and other stuff) by using Anchor. The individual balls are placed placed in a grid, separated by a certain distance from each other.

    My problem is I am not sure of what happens when the mobile device is rotated and the screen becomes 320x480. How are the balls affected? What do I have to do to make sure that they end up in the equivalent position when the device is rotated and the game continues uninterrupted?