igortyhon's Forum Posts

  • hi all,

    I save and load my game quite frequently. It seems like after a while (about 10 times save/loads) the load will fail.

    Please help.

    And the warnings

    Hi. You posted the console messages, but it doesn't give us anything. Your save or load is not working properly. Take a ready example and copy it, there are many of them.

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  • Hello colleagues!

    I'm asking for your help. Please tell me how to properly scale 3D camera on mobile devices. I have shown everything on the screens.

    --If you use the “letterbox scale” mode everything looks good, but for mobile devices it is not applicable, these black bars on the sides look terrible and they are not applied.

    --If you use “scale outer” mode on phones with long screen everything looks good, but on tablets it is stretched out.

    --If you use “scale inner” mode on long screen phones everything is flat, but on tablets everything is good.

    So I do not have a mode that can not distort the proportions of objects and do not have black frames.

  • Repeats are easy, just try pressing duplicate on any timeline.

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  • igortyhon I think you misunderstood my question. I'm not asking about the aspect ratio. There are thousands of different screens with different aspect ratios, so this metric can't be used to estimate the physical size of the screen.

    In my above example, the aspect ratio for both screens is 16:9, but 15" screen is about 600% larger than 6" screen.

    But the aspect ratio is what really matters for display on mobile devices.

    For example Android. I researched the most massive displays of my android players and made 3 groups for myself.

    --HD group.

    If you have HD ratio, what do you care if it's 1920*1080 or 1280*720 or 854*480. And you do not care how many pixels per inch, the device itself will scale, the main thing that the ratio is observed and nothing is lost from the view.

    --Group with long screen.

    --The tablet group

    It's very convenient to check it all in Google Chrome. You can create the most popular device resolutions. That's enough for me to check for Android and iOS.

    I have read and tried to apply what the developers wrote in the article two years ago, but it all breaks down in practice and turns into manure. Aspect ratio is the only thing that has never failed.

  • Hi I apply these conditions at startup. And after that, I do the scaling and positioning.

    For Android (tablet 1280*800 = 1.6, Fone HD 1280*720 = 1.77)

    + System: PlatformInfo.CanvasCssWidth÷PlatformInfo.CanvasCssHeight ≤ 1.77

    For iOS (iPhone5.5 9/16= 0.56, iPhone6.5 9/19.5= 0.46, iPad 3/4 or 7/10= 0.75 or 0.7)

    + System: PlatformInfo.CanvasDeviceHeight÷PlatformInfo.CanvasDeviceWidth < 0.5

    + System: PlatformInfo.CanvasDeviceHeight÷PlatformInfo.CanvasDeviceWidth ≥ 0.7

    --For Android and for iPhone I did it at different times, that's why I use different initial parameters.

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  • ....I saved my project locally mid-way project to re-import some graphic assets.

    You wrote that you made the save in the middle of development. Don't you have different versions of your project? Or do you store everything in one file? What if you want to roll back or make a mistake?

  • You can open the old version of the project in one window and the new one in the second window and copy or just drag and drop the necessary elements. This way the names will be the same as you specified.

  • Except for the side elements that I highlighted in green in the display on the PC, I didn't see anything strange.

    Probably there is an anchor behavior on these elements or you position them by specifying the position “ViewportLeft, ViewportRight”.

  • How can we help you if you gave a screenshot and said you have problems with layers. Do you think someone will understand what the problem is? Probably just a psychic.

    It would be better to post a mini example of the problem or tell us in detail what is wrong.

  • It's weird that seven years hasn't produced an answer.

    | Global string NameVar‎ =

    + System: Every 20 seconds

    -> System: Set NameVar to choose("name1","name2","name3","name4")

    -> Audio: Play NameVar not looping from Sounds at 0 dB (stereo pan 0, tag "")

  • okay that's working! how did you do these low fine res?

    In the editor there is the real resolution of the sprite, I marked in blue on the screen and the one that will be on the stage I marked in orange, on the stage the sprite can be scaled.

    You as an artist drawing in raster graphics should always draw your characters as high resolution as possible, you can always reduce it.

    After the first prototype is ready, you can pick up the minimum resolution of the sprite at which it will not look terrible to you. After that we insert this image into Construct3 and if the sprite turns out to be larger than necessary it can be reduced mashtabirovanie (orange on the screen) after that you need to see how it looks on different screens, I always look on a computer and on mobile.

    These tips are NOT about pixley art or vector graphics.

  • didn't get editor compress thing? construct 3 don't recognize your c3p project :(

    editor.construct.net/r397-2

    Try Construct3 in this version.

    I downloaded and checked everything opens.

  • Hi. You have too big frame resolution and too many frames for a smooth picture.

    You can upload your bear in parts and animate it through the timeline.

    And even if you watch the result on a screen with a higher resolution like 2k or 4k in such simple images there is no difference in sprites 512 and 1024 and 2048 there are no small details like hairs or pips or skin folds that will be soapy, your sprites will look great.