ddaan9's Forum Posts

  • You might publish a demo on arcade.construct-games.de if you like.

    It's only for mobile right now. On pc it doesn't work properly enough to be playable. But thanks for the offer.

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  • Which game is not nearly ready

    I dont think the ratio is the problem here.

    Are you using Parallax on any Layer? And if so, any 3rd-Party inserts?

  • So I guess you need to upload the capx.

    There are several other solutions.

    Yes, but the problem is that the game is as good as ready and I want to put it on the market next month. So you get that I don't want the capx to be found on the web....otherwise I already put it there.

    However my solution was to scale outer. Keep the important things inside and then use a bigger background to fill the rest of the screen if necassary. However what would you recommend to use as resolution,ratio, etc. Or is this a bad idea?

  • You tried

    Project Properties -> Fullscreen in Browser = Off

    ?

    Didn't work either because than i can't export it and it doesn't resize so i get scroll bars in the preview.

  • > You tried

    > Project Properties -> Fullscreen in Browser = Off

    > ?

    >

    Oh wait.... ...no. I will try it now and report back. Thanks for the feedback!

    Didn't work either because than i can't export it and it doesn't resize so i get scroll bars in the preview.

  • You tried

    Project Properties -> Fullscreen in Browser = Off

    ?

    Oh wait.... ...no. I will try it now and report back. Thanks for the feedback!

  • Maybe you could do it something like this:

    Untested, but I think it'll work. Let me know if it doesn't

    EDIT:

    Oops that last action is supposed to say "Set canvas size to Browser.ScreenWidth x round(Browser.ScreenWidth / 1.777777777777778)". Divide by aspect ratio, not multiply by it.

    Thanks for the help! But it didn't work. Tested it on my galaxy tab 2....the game is unplayable because it zooms in to much. even the control buttons are not on the screen. Any other ideas?

  • Hi guys,

    I'm testing my game right now, but i doesn't work properly on multiple devices. I have read the the multiple devices tutorial. Tried everything but still had no luck displaying it right on multiple screens. Here is a overview of my game. I would really like suggestions on what would be a good scaling method and resolution.

    1. window size 1920x1080 (16:9)

    2. layout size 1920x1080 (16:9)

    3. Background 1920x1080 (16:9)

    4. I have sprites at the left side and right side of the screen to make a ball bounce properly. If they are more to the left or to the right the game levels aren't working properly anymore or are to easy. So the should stay at the same place.

    5 I export with cocoonjs so no lettebox is allowed.

    what i have done?

    1. scale inner, and scale outer with making the background a litte large Both only worked properly in 16:9 but anything else the game would be unplayable.

    2. Cocoonjs scaling is off so I only use Construct 2 scaling.

    So please give me advice on the best resoultion(layout, window, background), aspect ratio and scaling method. I would really appreciate it!!

    Daan

  • As described in the manual, scale inner crops the display down, so it might cut off the edges but otherwise will be fine. It won't show bars, that's what the letterbox modes do.

    Thanks for the reply! Yes i know that but that doesn't answer my question. My question is if i want it to be playable on a 2,560x1440 resolution and use scale inner , will a 1920x1080 background/layout be sufficient or do i need a 2560x1440 background/layout? Will I get white bars or anything? Both ratio's are 16:9

  • anyone??

  • Hi guys,

    I made my game with full hd (16:9) and i want to use scale inner. However with the new release of the lg g3(16:9) and it's qhd screen i don't know what will happen if the background image is still full hd and it uses scale inner. Will it blur or will i get white bars? So my question is: I am good because both ratios are 16:9 or should i make my background qhd size?

    Thanks in advance!!

    Daan

  • Solved: Only with world 2 I added the compare variable world =2. However it also should be in world 1. Because otherwise it will always play world1 levels because it comes first in the level sheet, so I added in world 1 compare variable world =1. Little bit dumb of me.... however thanks for the reply!

  • Would adding a global variable World help?

    Set it to 1 on world 1, to 2 on world 2, etcetera..

    And add the variable check into your code..

    Nop already tried that.....

  • thanks for the reply, but no. I already tried that, no effect.....

  • Hi guys,

    I'm trying to make a level select with webstorage. So i used the capx ramones send in this forum:

    the problem is that i have no idea how to make it go to the right levels in the second world. World one was easy, i just added level instance for each level (15 on world 1 in my game) as a second condition. So it would look like this. Array is 15 width 2 height and 1 depth

    touching: sprite ------------------------------------------------------------------------go to level 1

    array: value at(Sprite.level,currentworld) not locked

    sprite: level=1

    touching ---------------------------------------------------------------------------------go to level 2

    array: value at(Sprite.level,currentworld) not locked

    sprite: level=2

    etc......

    But when i reach the next world (level16) it will play level 1, level 16 will play level 2. How can i fix this? Tried several conditions but didn't find a solution.

    Thanks for taking the time to help me!!!!!