Greaver's Forum Posts

  • Greetings!

    My question here is simple, i simply want to bind the limitations of a cube with the 'drag and drop' effect in a certain area. For example half of the right side screen. But is that even possible? Problems are;

    'Drag and drop' passes solid objects, so i cant add 'solid' objects around the area where i want to limit the drag and drop, and the only way to fix this seem to bind it to layout, but then again i want to use a full screened layout and bind the 'drag and drop' object to the half right side of the screen.

    Any help?? ^_^

    Thanks in advance!

    (Edited; Sorry forgot to mention, this should be a 2 player project, so the objects being dragged has to recognize, ie so that when the player 2 touches, player 1's object wont move to player 2's touch position)

    Currently this works fine with 'drag and drop' - only problem still is that it breaks 'solid' walls, ie goes past them.

  • No1 has an answer? ^_^

  • Greetings there! ^_^

    Now i have watched https://www.scirra.com/tutorials/998/sc ... for-mobile and many more 'tutorials' on fitting screen resolutions for phones and tablet devices but none are working properly with Cocoonjs.

    Entering any 16:9 aspect ratio doesn't work either, for example, a project looks fine on Iphone 4s while on iphone 5s it looks very different. Letterbox scale doesn't work with Cocoonjs either.

    Since Letterbox scale doesn't work with Cocoonjs, it falls back on 'outer scale'.

    But i can't get 'outer scale' to fit multiple phone/tablet devices. Biggest problem is the iphone 5, if not white borders then everything on the edges/sides is 'closer' to the middle.

    Does anyone know of a combination with layouts and window size to get a working resolution for both iphone 4s, iphone 5s and tablets? Is it even possible...? Losing hope >.<

    Thank you for taking your time to read this..

  • I might be interested, depending on the pay. I have to weigh it against doing my own projects .

    I'm pretty handy when it comes to CocoonJS. I've created 5 games using the technology and I am in the process of creating video tutorials. The first one is completed and is in my signature (Mobile Monetization).

    Feel free to contact me via PM, email arcaded at gmail.com or skyple ArcadEd

    I've actually considered starting a bit of a Consulting business when it comes to C2/CJS, this might be a good starting point.

    Email sent to you!

    -All the best!

  • Greetings dear reader!

    We are currently starting a project for mobile devices and we have decided to use Construct 2 as it is eligible for 2d platform games. As it requires no coding or such, we would however like to hire someone who is professional with C2, who knows everything from exporting the project through Cocoonjs, to understand how resolution works, uploading etc.

    Payment occures through paypal according to our agreement. Example, (Let's say between 5-20$ for each task you help us with, depending on how much time it takes).

    We expect from you;

    1.To know how everything works in C2, to be able to help us with for example, health bars, double jumps, inventory space, itemzation ID, power ups etc.

    2.To know everything about exporting the project to mobile devices, IOS and Android.

    3.To be able to support/aid when a function doesn't work as intended.

    If you feel that you have what it takes, and you know C2 professionally and all its functions - Contact us here or privately, and we will get back to you with few questions.

    Thank you for your time. ^_^

  • Have you tried compiling using Cocoonjs yet - a bit of trial and error can help you here? The cloud compiler mimics the C2 scale options, so use C2 scaling for your browser testing and then select the equivalent scale option in cocoonjs when you compile the apk. C2 Scale Outer is equivalent to Scale to Fit and C2 Scale Inner is equivalent to Scale to Fill (I think I've got those the right way 'round!!).

    I have exported from C2 to Cocoonjs and tried it on different phones, it just falls back on 'scale outer' when letterbox scale is checked since it doesnt support it. However i have no knowledge as of what you have written above, my knowledge about C2 is quite poor as my work is more in the graphics drawing area ^_^

    I was just looking for a simple way to export my project as an app that works with all phone resolutions. That is all really.

    Thought since C2 did not need any programming, i could buy it and use it to export my projects - i just did not know that much more problems/troubles would come with C2 other than 'programming'

    But at this stage perhaps not buying C2 and instead hiring a programmer to work with me is a bit better.

    I do not think it's worth being lazy to buy C2 for easy to use-no programming skills needed, but then export a lousy game

    due to resolution problems etc.

    Since i have asked this question before, but no one is able to give me an answer that helps me with this resolution problem. I do not know why. :/

  • This Tutorial might help.

    Greetings and thanks for your response! ^_^

    However that tutorial doesn't support CocoonJS because a 'letterbox scale' is needed in that awesome tutorial, which CocoonJS doesn't support, so this isn't much of help for me :/

    Thank you for your time though ^_^

  • Greetings dear awesome community!

    I am a bit confused still after reading about the relsolutions on tutorial and was hoping that someone experienced here

    may help me understand few things ^_^

    Here it is;

    I read this in the tutorial;

    It's much better to pick an aspect ratio, then scale the game to fit that. For example, instead of 1280x720, target the 16:9 aspect ratio. (Just enter any 16:9 resolution for the window size in Project Properties.)

    Question 1;

    Here is the confusion! 1280x720 is a 16:9 aspect ratio. What do they mean here? You can't choose '16:9' ratio in the construct 2 settings, so they mean that you should choose 'a' 16:9 ratio in resolution, such as 640x360 as an example.

    Is that right? Or are there any options in construct 2 that i have missed, where you can choose an automatic 16:9 aspect ratio? Otherwise why would they say '' instead of 1280x720, target the 16:9 aspect ratio'' when 1280x720 is an 16:9 ratio?

    Question 2;

    What resolution would be fitting for a project for IOS devices (iphone/ipad) + android devices for a retro game?

    A background of 520x360 or so?

    Thank you for your time in advance!

    -All the best!

  • AMAZING! I tried this for hours with long codes and you did this so simple...... Would you like to be hired? ;o each time you help me with a code i pay you few bucks. Longer codes, more money! Write to me in private message ^_^

  • Sry fixed, but still cant bounce it, i guess i have to move it in pixels each sec it is up or something!

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  • What? >.<

  • Greetings there!

    For the past hour i have been trying to create/or search for this!

    I want the dmg numbers to float and bounce in the air without the white background that the 'text' has in construct 2! Much like breath of fire or legend of mana etc, those old games, the dmg number which displays how much damage the enemy takes should bounce from the enemy, and bounce twice and then dissapear. Only the numbers, no background or text box.

    Any help? :/

    Thanks in beforehand!

  • Okay i got it to work now.. Created my own cocoojs map in the tablet.. O.o

  • Greetings there..

    I have now for hours been trying to test my game on my samsung tablet with the cocoonjs, but it simply doesnt work. All i get is a black screen saying zip cant be found/executed.

    This is exactly what im doing.

    -Construct, export project -> cocoonjs.

    -The zip i insert into the tablet. It contains everything in the zip.

    On my iphone it is so easy.. You just go to apps, target cocoonjs and paste. But nooo on android it has to be so damn hard for some reason.

    I have even pasted the zip in EVERY foldier on the tablet, (just because outside the foldiers didnt work) and still nothing. Its full with the zip! Every foldier, inside/outside, it still cant find the damn zip!! Frustrating! Any1 knows why?

  • Hehe thanks for the answer, but that is the thing, no matter what resolution i choose, my sprites are never crystall clear. I draw in about 200x150 character sizes, but they never appear as i want them to, spec when i cant use the letterbox scale on the iphone >.<