ErekT's Forum Posts

  • Hello hello.

    Like it says there in the title. How do I do it? Can I do it? When I select several objects I can obviously drag em all around together with the mouse but I need to be more precise, so I'd realllly like to move them with numeric values in the properties dialog or something. But I can only set world coordinates there. Is there another way?

    [EDIT]

    I'm so stupid. Snap to grid of course!

  • I've managed to hack it into layout.js by setting this.runtime.linearSampling to this.runtime.pointSampling in the Layout.prototype.draw and Layout.prototype.drawGL functions. Then if I use low-quality fullscreen scaling I get point sampling for the displayed gfx. It's not ideal. You need to re-apply the changes in layout.js every time there's an update and Scirra don't like us messing with official plugins due to possible compatibility issues with our capx files. It's a purely cosmetic change tho so shouldn't be a problem far as I can tell.

  • Just a quick question about the no-save behaviour. Since non-global objects get wiped from memory (right?) on layout swaps, will they still affect the savegame size outside their own layout if they don't have the behaviour?

  • GeometriX: Good stuff! Will keep for future reference.

  • It's possible depending on what you need exactly. You mean scale right? Not expand the playfield? Anyway you can set it up with events, checking the device's resolution and adjust layout scale or cap it according to that.

    Argh, writing scirra posts on a phone is a b*! (sorry)

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  • DatapawWolf is right. It's all done automatically when you export. What would be nice tho would be to be able to export sprite sheets manually, and let the editor read from that pre-made sprite sheet if available.

  • I have to be so bold to disagree. I found the experience in my low resolution retro project so jarringly bad with pixel rounding activated, that in conclusion it simply cannot be used. And I've seen posts from other users who also find it unusable for their pixel endeavors.

    I may be wrong but I think developers for old platforms like the SNES designed their way around this. As in making sure their game objects moved by increments that played nice with a low-resolution pixel grid. No 'move sprite by 0.635 pixels per screen draw' for instance. They also had the luxury of working with platforms that gave you a consistent screen update at all times, which made delta-timing unnecessary. No need to compensate for different hardware speeds, and no Windows lurking in the background to hog resources with page filing and indexing and whatever it is it does.

  • +1 from me too.

  • Bump.

    Shouldn't this work? I'm doing this from user-initiated events, just as the manual prescribes.

  • Yay! Thank you :)

  • Like the title says. How do I do this with events? I tried: ((Player.X + 0.5) | 0) ... but that didn't work. Ideas?

  • I'm worried that without scripting, the power of C2 won't compare to GMS, but from what I've seen it does like very easy and fun to use.

    The event system in C2 *is* scripting, just in a bit more mouse-clicky manner. Less scary for non-coders. But equally flexible when you get used to it.

  • Here's a small test capx, press 6 to switch between the three modes.

    dl.dropboxusercontent.com/u/70562654/CanvasSizeBugRep.capx

    If for instance I have Scale Outer set in the editor settings then the runtime will *always* use that scalemode. So going from Scale Outer to Scale Inner or Crop or whatever with Request Fullscreen has no effect. I get my fullscreen, but the scale mode stays the same.

    I tried to link the switching to buttons just to check and it's the same thing.

  • Thanks for the reply :) I'll be sure to take a proper look when I have a bit more time and reply again then. Regarding target platforms; desktop deployment is what I'm after, so node-webkit all the way.

  • Hello.

    Like the title says. I'm trying to switch between fullscreen scale modes during runtime with the 'request fullscreen in browser' action but I can't get it to work. Cancelling and requesting fullscreen work fine, but switching between scale modes doesn't. It won't change away from what I've set it to in the editor. I'm using 'On key pressed' conditions to trigger the changes.

    Also, is there a way to query device/screen resolution with events?