Drule's Forum Posts

  • Well first off, the Diablo site doesn't look that much like what you're describing so it's sort of hard to visualize what you want to achieve.

    If I get this straight, you want a fixed 800px column in the middle of the page with two dynamic Flash objects on the sides? If so, you're best off using JavaScript to resize your Flash elements (swffit seems like a good option) and having two separate background images in each of the side columns that are aligned so that they snap to and match the Flash object visually.

    Or, you could just explort your Flash animations to GIF format and use them as background images on the sides.

  • > As a side note though, anyone knows how to disable the unbound scrolling which seems to be applied by default on this version of the Advanced Camera Plugin?

    >

    If you click on the camera object in the object bar while in the layout editor you'll see a "Bind to layout" checkbox in the properties pane on the left. Checking this will disable unbounded scrolling.

    Enabling "bind to layout" once again disables the scrolling. Is it just me, or is anyone else experiencing problems with the .cap I provided? For some reason it just won't scroll at 200% zoom unless I unbind the scrolling.

  • Updated from version 0.8b to 0.9 which seemed to fix it. This was a weird problem as I've successfully made scrolling platformers using version 0.8b before.

    As a side note though, anyone knows how to disable the unbound scrolling which seems to be applied by default on this version of the Advanced Camera Plugin?

  • http://junk.drule.net/fjalar%200.1.cap

    Simply put, anyone know why this won't scroll? I'm using the following events:

    On start:

    Create camera "Main" at player.X and player.Y and Zoom to 200. Follow.

    Camera "Main" follow player

    Switch to camera "Main"

    Thanks in advance.

  • Okay yeah, that explains it. I was running 0.99.42 too, so I better get the new version. :-)

  • Oops, thanks for spotting the wrong date. Fixed it now, 0.99.62 was released on 22nd November.

    Well that's still about two weeks ago and I first got this notice today, so I'm pretty sure I have the latest version. How do I check which version I have? The .exe says 1.0.0.1, but I'm guessing that's wrong.

  • When booting Construct today I was notified of a new upgrade, 0.99.62 specifically, which is dated "26th July 2009" on the mainsite. I've had Construct for maybe a month or so so I'm guessing this is a false notification that has something to do with the site upgrade?

    Anyway, good work. I think the site looks really good.

  • Thanks for taking the time to help me. I appreciate it!

    Lost my Keys I will play around with your example tonight. There are a few things I'm unsure about, but I won't knock it until I've tried it... or at least tried trying it!

    I'm looking forward to an example from deadeye as well. :-)

    So yeah, thanks.

  • Also, I tried creating my game with a native resolution of 640x400 in order to cater to the widescreen audience, but when going fullscreen I am told that the fullscreen mode of 640x400 is not supported, and that it will switch to the "next best" thing; 640x480.

    I don't see how I'm ever going to solve this.

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  • Well I need more in-depth help than that because I am not really a programmer.

  • I've been trying to work out how to keep my Construct game from stretching horizontally on widescreen monitors in fullscreen mode. My game uses a 640x480 window with 200% zoom, meaning that it's displaying a 320x240 game view.

    deadeye tried to help me out with the following PM:

    [quote:1g6lf91x]You can use the SysInfo object to detect whether the player has a 4:3 or widescreen monitor before the game starts (by finding out what the desktop resolution is set to). Knowing that will allow you to zoom the screen to the proper proportions. I assume you want a 4:3 window in the middle of a black area no matter what the width of the monitor is, yes? Well, you can create that black area yourself on a layer above all others to mask out any excess, and show that black mask as needed depending on what the aspect ratio of the monitor is. You can pretty much shape the screen to whatever you want it to be. With a couple hours work you could get such a system into place, rather than waiting "a few months" for a feature that may or may not come.

    I have no idea what to do here really. Should I use a different standard resolution than 640x480? Where do I start with this workaround? I've gotten a lot of suggestions, but I'd really appreciate some help on this.

    Thanks.

  • Well dude, playing casual games in windowed is alright, but when it comes to immersive, story-based games I really think they need to be played in full screen for full effect and to really draw the player in. Imagine playing a game like Half-Life 2, Silent Hill or Doom 3 in a 640x480 window on your desktop. The games would kind of lose a lot of their immersiveness, and that's kind of what I'm trying to get at here.

  • So what can we expect here? I'm not looking to push you guys, but I kind of need to know what you are going to do in terms of fullscreen aspect ratio. If you're leaning towards a no or never, we're probably going to have to look into using a different toolkit.

    Thanks.

  • Yeah I asked about the workaround in the chat before, but from what I've gathered it's some sort of complex solution involving changing a lot of the core stuff in your game. I don't really understand how it works, and it doesn't sound very plausible.

    I would really like to stress the importance of having this feature in a game development toolkit. I've showed my game to a few people and every single one of them experienced some kind of stretch in the resolution and asked why there is no aspect ratio. I know you are busy working on other things but this is a standard in every game development toolkit I've ever used.

    So does this mean the feature won't be imlemented? Because it really is a make or break for me and my development partner.

    Thanks.

  • Do you think this will ever be implemented? Both me and my development partner would very much like to see an aspect ratio in use. We're not planning on releasing our game in windowed mode as it detracts from the immersion of the game.

    In other words, what are the odds of us being able to release the game in a few months with aspect ratio in fullscreen mode?

    Thanks.