FragmentedBergyo's Forum Posts

  • 6 posts
  • Oh, so the borders aren't system dependent? I assumed they were.

    This is beautiful then.

    Thanks a lot, I've never worked with cross-platform releases so I just assumed the worst.

  • Oh, but I am using letterbox integer scale. It doesn't change the fact that one can't input the proper window size without it also incorporating unneeded borders. I'd put it in manually to fit perfectly, but I'm honestly not completely sure if that won't cause problems for other operating systems and the way they handle windows borders.

    I also am already using fullscreen mode, but not all players like it, and I certainly am not inclined to force anyone into one display mode.

    2x window is an useful alternative for those who want to keep a window of the game and still see everything in detail.

    I assume there's no expression similar to what I'm looking for then?

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  • So, in short - I'm using the NodeWebkit object to try to resize the window at double size. It's a pixel-game so I'd really like the option of a bigger and still-crispy screen.

    So I I use Set Window Width and Set Window Height and manually input 1024x576. But, it seems that this action increases the entire windows size - including the borders.

    Not the display only. So the display isn't doubled and the letterbox kicks in.

    Now, is there a system expression like "window border" so that I could use "(WindowWidth*2)-WindowBorder_X" or something along those lines?

    Thank you in advnace.

  • A lil' update on #2.

    I've discovered that the stuttering is gone if I make the grid areas the exact size of the screen. Before, I had them one tile smaller because it was supposed to be used for the HUD. Now, this solves the problem with the stuttering, but it means that the areas now have to vertically overlap which kills and detection.

    Any ideas?

  • Ah, thanks a lot. I was looking through the properties in hope to find exactly this. Never thought I'd find it in the sprite editor.

  • Greetings, Forums.

    I'm relatively new to Construct. I've been working on a project for quite some time now, but recently switched over to Construct because I wanted to get familiar with it for future projects.

    Basically, this will be a short gameboy-style game.

    I've tried to implement the screen scrolling (ala Link's Awakening) via MagiCam and came across 2 big hurdles.

    1)First off, there seems to be something wrong with the Player sprite (Mind you, I'm just using placeholder graphics for the sake of making everything work from the technical side first). I've noticed this when I tried centering the camera on him before and now with the grid scrolling, it became obvious that I messed up big time somewhere.

    Basically, it seems like the player sprite is on an offset? Not sure where the problem lies and after a couple of hours trying to fix it, I've decided to look for help on the forums.

    2)Another thing related to the scrolling - I've made a layout that's 2x2 of the screen size. When I'm in the lower screens though I get a really odd stuttering as if the tiles are moving up and down really fast. Again, tried many things and couldn't get it to work.

    I'll add the .cap at the end of the post.

    Now, a couple of unrelated questions:

    3) Is there any way to make the window caption turn on/off in runtime? I was considering using it to make a fake fullscreen because I'm emulating the gameboy resolution. No way that would work with normal fullscreen.

    Havind the caption turned off the whole time is really unpractical because it doesn't allow the user to move the window around.

    4) Is there a way to make the game run on a chosen palette? MMX2 had such an option so I'm curious if it's the same here.

    Here is the .cap file:

    file-upload.net/download-4753443/GB_test.cap.html

  • 6 posts