eski's Forum Posts

  • Also having this issue here!

    Works in a browser though

  • TwinTails

    Tried both options.

    1. Turned out nicely on my iPhone, cropped on top and bottom on iPad.

    2. The aren't cropped but are smaller then the display.

  • Ye, I read it. Got the 16x9 aspect ratio idea from there.

    But still having issues with it.

    I have the project setup in 1080x1920 portrait, it's OK in my iPhone but scaling to small on the iPad.

  • After reading all the posts I can find about supporting multiple screen sizes I'm about to give up.

    I'm trying to figure out how I can make my 16x9 (1920x1080) app fit multiple screens.

    Currently I'm only looking at iOS and have iPhone 5 and the new iPad for testing, so both have retina display.

    I think I have tried all settings but usually it will scale perfectly on one device but not the other.

    Do I need to put something into the EventSheet to make this work?

    Should I design my game in other aspect ratio?

  • Is there anyway to do this?

    Like the jQuery auto complete function?

  • I can't load a local html file, anybody has a idea how to do it?

  • Well, it is actually good enough for what I'm looking for so it is OK. I thank you for your examples and help :P

  • sqiddster

    It's getting there. I actually tried the other thing as well but forgot to change it back. The only problem there is that the ball is changing angle every time it stops. It would be awesome if it was possible to make it stay at same angle.

    What I'm going after is the movement like in this game.

    miniclip.com/games/9-ball-quick-fire-pool/en

    Maybe it isn't possible with this engine?

  • sqiddster

    I tried your solution but it is still a problem.

    This only works if the ball is rolling horizontal. Please check out the cap to see what I'm talking about.

    dl.dropbox.com/u/4436588/pool2.capx

    I don't have a clue how to fix that.

  • Same here with buttons and textboxes.

  • I'm setting up a easy game to test the facebook plugin.

    I can't get it to work locally, only when I upload it to my dropbox folder and link it to the facebook page.

    It's a lot of hassle to export and upload and all that to try out every little tweak, so I'm asking, is this possible somehow locally in a sandbox environment..?

  • Ah brilliant, found out by using the same lerp and adding one more action.

    Moved particle at angle of the two sprites. Found out the distance by using the distance expression to calculate the length between the particle and the square. Works like a charm :)

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  • Is there a easy way to pinpoint exactly where the collision between two sprite take place?

    Lerp would work really well but one of the sprite is growing in size from 20px to 200px and can collide with the other sprite anywhere there between.

    I'm using lerp to calculate the distance between the middle points, so when the sprite is at 200px for example, the collision is a bit offset.

    So lerp(ring.X,square.X,0.5) does work but not when the ring is at 200px size.

    I'm creating a particle effect when they collide, so it has to be at the collision X,Y position.

  • So I wanted to bump this.

    I found out that it is not possible to use animation speed with a physics sprite, it stops and well just doesn't work.

    So the best way regarding that is to have a physics sprite working as a placeholder for a another sprite that will have all the texture movement and what not.

    But still, I haven't found a good way to make the ball roll realistic regarding speed and when it bounces back from the bumper.

  • Now I have been trying to get this to work properly, not successful!.

    Anyway, here is a cap.

    http://dl.dropbox.com/u/4436588/pool2.capx

    Why can't i make the animation go faster without the whole thing lagging?

    Why can't i use really high animation speed, like 100-200. Do i need to change the sprite's time factor or what?

    Also, I'm trying to figure out the best way to make the texture react "real" when it bounces back from the wall. The animation always plays the same way though the "cue stick" hits it from another angle.