Dancingsunrise's Forum Posts

  • > Does this mean that it only supports one resolution, which is the computer screen resolution, and there's no way to actively lower the game's resolution?

    This is my understanding, yes. Construct game will run at system resolution (or window size if not full-screen), and will scale all graphics accordingly.

    Here is a demo:

    https://www.dropbox.com/scl/fi/790syf7rradlkp4q71a0q/Resolution_Change_Fail.c3p?rlkey=d08ejubrj3r0y8tcvmki12hbt&st=vvohapi2&dl=0

    Thank you for telling me this, otherwise I would have to adjust the size of every UI object to fit the corresponding resolution in the future.

  • > I want to add two resolution options, 3840x2160 and 1920x1080, for my game. Should I design the game using a 3840x2160 viewport?

    I’ve never seen Construct games offer resolution selection. From what I understand, changing canvas size will not change the physical resolution of the display. So if you make the canvas 50% smaller and zoom everything to 50%, it will basically have no effect.

    So just choose a resolution which provides the best balance between quality and performance.

    Oh my god, are you saying that Construct 3 can't create a resolution selector? I’ve spent a lot of time working on resolution selection and adapting the event sheets accordingly. Does this mean that it only supports one resolution, which is the computer screen resolution, and there's no way to actively lower the game's resolution?

  • It's not about displaying more content, it's about the quality of graphics.

    You can choose to use higher resolution images, 4K backgrounds etc. - in this case set viewport size to 3840x2160.

    If you want faster loading times, smaller download size, lower memory usage - prepare all graphics for 1080p screens and set viewport size to 1920x1080.

    I want to add two resolution options, 3840x2160 and 1920x1080, for my game. Should I design the game using a 3840x2160 viewport?

  • I want to know if I should set my viewport area to the maximum resolution supported by the game when creating the game. I understand that changing the resolution is achieved by changing the canvas size and scene scaling. So, what is the difference between a viewport area of 3840x2160 and 1920x1080?Increasing the viewport area allows the screen to display more content, but using scene scaling should work as well.

  • This is pretty weird. Are there any effects on this sprite? Perhaps "Alpha clamp", or something similar?

    Can you still see the shadow in Construct editor?

    I solved the problem, making the variable static, I was so stupid

  • This is pretty weird. Are there any effects on this sprite? Perhaps "Alpha clamp", or something similar?

    Can you still see the shadow in Construct editor?

    It has no effect, I put it on my UI layer, using the event table as shown

  • As shown in Image 1, this is my original instance image, created in Photoshop with a shadow effect. In Image 2, the instance created through an event has lost its shadow. What should I do?

  • There are a few addons you can try:

    https://www.construct.net/en/make-games/addons?q=shadow

    But it may be easier to create these shadows in Photoshop.

    Thanks

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  • As shown in the img, I want to create a projection effect similar to Photoshop for my buttons, various interfaces, and text to differentiate them from the background for better display.

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  • If you are utilizing a translator then it has made your question confusing.

    I can’t read the language in the picture so here is your events written with “white”, “grey” and “variable” instead of your language.

    For each white
    Trigger once
    White overlaps grey
    — white: destroy
    — white: set variable to 1
    — white overlaps grey
    — — white: destroy
    
    Every tick
    White: variable=1
    — white: destroy

    Instead of all that, wouldn’t this work to destroy white when it overlaps grey?

    white: overlaps grey
    — destroy white

    But maybe you’re trying to do something else. Also, I should point out that you probably never want to use “trigger once” in a loop.

    You can see that I used multiple instances of "white: destroy" because none of them worked. White passed through, and I need white to be destroyed when it touches grey.I found my mistake, and now I will remove the trigger once.

  • A round white bullet is shot out and overlaps with the enemy, but it is not destroyed, but passes through the enemy. Removing the trigger once can destroy it. This is why.

    Tagged:

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  • "$" & round(Cash * 100) / 100 & (Cash % 1 > 0 ? "." & round((Cash % 1) * 100) : ".00")

    You try "$" & round(Cash * 100) / 100 & (Cash % 1 > 0 ? "." & round((Cash % 1) * 100) : ".00")

    I'm a noob, so I can't guarantee it's correct.

  • Using the Move To behavior, if I just move one object, it can push the other object normally, but when moving two objects to a point, they overlap on the road. I have added entities and physical behaviors to them, but it doesn't work. Is there any solution?