FredQ's Forum Posts

  • Ye tried that too, it looks even worse lol

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-03-20_1817.png" border="0" />

    Can anyone throw together a very basic capx of a project that is setup to support multiple screen sizes on mobile devices so I can compare and see what I'm missing because by the sounds of things there are a couple key events that others are including to aid in the positioning of things that seem to fix it.

  • I've just checked and can confirm, it's set to top-left for the origin so it's not that <img src="smileys/smiley13.gif" border="0" align="middle" />

  • Ashley, ye here's a quick summary of the issue:

    My game is set to 800,480... When on Fullscreen (scale) mode, it still ends up looking like this.

    Here are the screenshots:

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0051.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0054_1.png" border="0" />

    So to me, it doesn't appear to have been scaled. I know that I could implement fixes such as a top layer to act as a boarder, or create the game to extend slightly over the layout size to close the gap/cover the black space. But, these are fixes and not solutions. I was just wondering where I'm going wrong.

    As I said earlier everyone I've spoken to has had to implement other events, code changes to the html etc to get it working on multiple screen sizes. I've not seen one person say that they have managed to make an app compatible with multiple screen sizes by just following that tutorial.

    So I'm open to all ideas and offers of help but can assure you I have read all the approriate tutorials lol <img src="smileys/smiley1.gif" border="0" align="middle" />

  • http://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    Can you confirm you've made an Android app that supports multiple screen sizes using the above method alone?

    I've read all the guides and tutorials. As mentioned in the topic I've linked to, and going by the responses given in that topic, its not as straight forward as that.

    Thanks for the other responses though, will give a few of the techniques a whirl.

    *edit*

    Also, just to clarify, I'm not talking loading it through a mobile browser. I've been using phonegap and/or appmobi

  • You don't use a resolution. The fullscreen options, recommended when making a phone game, support any resoutions. Your job is making your game so that it fits itself to fit any screen size.

    This is definitely easier said than done. Of the people I have spoken to who have actually managed to achieve this, it requires more than simply setting the project to fullscreen scale/crop etc.

  • As far as I'm aware there is still no simple answer to this. It's something I've been looking for for over a month now. Here's a link to my latest attempt to find out lol. See if this helps:

    http://www.scirra.com/forum/mobile-issues-scaling-and-sound_topic49609.html

  • Can html5 be imported? So, probably a long shot, but could we import the html5 game and then export as android native?

  • Excuse my stupidity, coding isn't my strong point, even when editing html files lol.

    Could you dumb this down for me and tell me where I've gone wrong here?

    <!DOCTYPE html>
    <html manifest="offline.appcache">
    <head>
        <meta charset="UTF-8" />
         <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
         <title>Ball Boy</title>
         <!-- Note: running this exported project from disk may not work exactly like preview, since browsers block some features on the file:// protocol.  Once you've uploaded it to a server, it should work OK. -->
         
         <!-- Allow fullscreen mode on iOS devices. (These are Apple specific meta tags.) -->
         <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no, target-densitydpi=device-dpi" />
         <meta name="apple-mobile-web-app-capable" content="yes" />
         <meta name="apple-mobile-web-app-status-bar-style" content="black" />
         <meta name="HandheldFriendly" content="true" />
    
        <!-- All margins and padding must be zero for the canvas to fill the screen. -->
         <style type="text/css">#c2canvas{width:100%;height:100%}*{margin:0;}</style>
         <div style><canvas id="c2canvas" width="800" height="480"></div>
    </head> 
     
    <body> 
         <div id="fb-root"></div>
         
         <!-- The canvas the project will render to.  If you change its ID, don't forget to change the
         ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). -->
         <canvas id="c2canvas" width="800" height="480" oncontextmenu="return false;" onselectstart="return false;">
              <!-- This text is displayed if the visitor's browser does not support HTML5.
              You can change it, but it is a good idea to link to a description of a browser
              and provide some links to download some popular HTML5-compatible browsers. -->
              <h1>Your browser does not appear to support HTML5.  Try upgrading your browser to the latest version.  <a href="http://www.whatbrowser.org">What is a browser?</a>
              <br/><br/><a href="http://www.microsoft.com/windows/internet-explorer/default.aspx">Microsoft Internet Explorer</a><br/>
              <a href="http://www.mozilla.com/firefox/">Mozilla Firefox</a><br/>
              <a href="http://www.google.com/chrome/">Google Chrome</a><br/>
              <a href="http://www.apple.com/safari/download/">Apple Safari</a><br/>
              <a href="http://www.google.com/chromeframe">Google Chrome Frame for Internet Explorer</a><br/></h1>
         </canvas>
         
         <!-- Pages load faster with scripts at the bottom -->
    
         <script src="jquery-1.7.1.min.js"></script>
    
         <script src="phonegap.js"></script>
         
        <!-- The runtime script.  You can rename it, but don't forget to rename the reference here as well.
        This file will have been minified and obfuscated if you enabled "Minify script" during export. -->
         <script src="c2runtime.js"></script>
    
        <script>
              // Size the canvas to fill the browser viewport.
              function cr_sizeCanvas()
              {
                   var w = jQuery(window).width();
                   var h = jQuery(window).height();
                   
                   if (w === 0 || h === 0)
                        return;
                   
                   var canvas = document.getElementById("c2canvas");
                   
                   if (canvas)
                   {
                        canvas.width = w;
                        canvas.height = h;
                   
                        if (canvas.c2runtime)
                             canvas.c2runtime.setSize(w, h);
                   }
                   else if (window.c2runtime)
                        window.c2runtime.setSize(w, h);
              }
              
              jQuery(window).resize(function() {
                   cr_sizeCanvas();
              });
              
              document.addEventListener("deviceready", function ()
              {
                   cr_sizeCanvas();
                   
                   // Create new runtime using the c2canvas
                   cr.createRuntime("c2canvas");
              }, false);
         
        </script>
    </body> 
    </html>
    
  • This sounds really interesting. Would love to see something like this implemented.

  • Thunder, how would one go about setting up those custom settings?

    I'd like to know also please. Sounds really interesting.

  • Thanks for your reply!

    I'm still not sure how I would go about doing what you have mentioned.

    If you get a minute to make a little guide or example capx file that would be great. I'm eager to get it working.

    If not though I'll wait until C2 can handle the multiple screen sizes itself without the need for all the additional events you've had to include.

  • I think he means an inherent layer like they had in Construct? So a single layer that can be used on multiple layouts??

    If so, I'm also waiting for this feature to be added to C2.

  • I won't be needing this at the minute but it's useful to have. Thanks for uploading!

  • I've tried to get my game to fit multiple screensizes and every time I've mentioned it on here there's never been a definite solution that works. I've tried different resolutions, fullscreen scale, fullscreen crop, exporting with appmobi, exporting with phonegap, the new appmobi plugin to set fullscreen. EVERYTHING.

    I can only assume its a bug that needs fixing.

    Here's the link to my topic with screenshots too.

    http://www.scirra.com/forum/mobile-issues-scaling-and-sound_topic49609.html

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  • This sounds like it could be quite useful.

    I've also heard of an Inheritance Layer that was present in the original Construct, which sounds perfect for the in-game menu I would like to implement, rather than having to recreate the same layer over and over again for each layout.