dmy's Forum Posts

  • 6 posts
  • Yes very handy, just realized it after talking with drule about it. Because right now, event won't lead you to an adjustable screen size.

    After you play with changing screen resolution and zooming each layer to do an exact fit on fullscreen, you either have a visual problem with sprites when they reach low values on Y position (tested it on deadeye's first platform school tutorial), the main sprite vanishes from 64 pixels at top and higher (you can fix that by pulling all the layout graphics down by about 100 pixels).

    Or you have a collision problem if you try the general zoom action (that zooms all layers) and do a "scroll Y" action to reposition the layout with current screensize.

    But all that just make you struggle against something that can be only one click to the user, in order to complete a fullscreen game .

    I hope you can prove me wrong, with a cap sample that can do all this without the errors mentioned above. otherwise i'm one from people waiting for this function to be added.

    A thanks to Ashley and all other members of dev team for making such a pro application that is beyond other toolkit on the market now.

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  • Drule is talking about something that is on game maker, like this :

    • Fixed scale will force the window to remain an exact size, regardless of how big its window is (although it'll stop the window from being smaller). A border with a specified colour will be drawn to fill in space between the view size and the window size.
    • Keep aspect ratio will allow you to stretch the view to make it smaller or larger. However, stretches will always be proportional for each size, so nothing will look distorted.
    • Full scale will simply stretch the view to fit its area, even if it means turning a square room into a rectangle.

    i think for now we have only fixed scale mode on fullscreen, unless i'm wrong, i would be glad to know about it too

  • Hi, Great additions to the plugin and thanks for the tutorials , i just have a suggestion to fix a crash based on your "objectarray3.cap" example.

    If you click more than one time on the same ship instance and launch a drone, the drone will destroy the ship and then a crash will occur.

    I understand that the same instance of the same ship is added multiple times in the array (depending on how many times you click on it), and when the drone destroys that exact instance, it destroys only the first array object on the list + object in the scene, and as the second one in the list is the same instance again, the drone can't find its coordinates, then it simply crash.

    My suggestion is, once the first instance in the array and the object gets destroyed, all of the same instances on that array should be destroyed too, that will prevent a crash and will make the drone target next instances.

  • Hey all,

    Just thought it would be handy to have a toggle behavior feature in the editor instead of going to the event sheet editor each time to activate desactivate a behavior.

    As an example, i'm using 2 or 3 behaviors from the editor propreties menu with different values and want to check which one fits best without having to remove (which destroys all my parameters) and remake a new one each time, that would surely be helpful.

  • Hi, Really Nice Plugin

    I found a small bug though when the character on the platform example falls from any floor, you can still rotate characters angle even if the grid camera movement is stopping the gameplay, try to move character back and forth at that moment to see the bug.

    If this can be fixed, or maybe add an event that checks when the action of grid camera movement is occuring, it may help for example add an action of ignore user input at that moment and that will make it look much better.

  • Hi,

    If any of you experience that problem, just download either windows game live (which installs all latest .NET framework) or update your .NET framework from windows update.

  • 6 posts