Kan's Forum Posts

  • Problem Description

    When a game with the fullscreen mode set to "Letterbox scale" is played in landscape orientation in the Safari browser on an iPhone 4 running iOS 6, an empty black bar appears at the top of the game, and a portion at the bottom of the game that is equivalent in size to that black bar doesn't show on screen.

    Attach a Capx

    Description of Capx

    The attached Capx file is a very simple application made with Construct that can be run in Safari on an iPhone to recreate the issue. A picture of what appears on the screen when that issue occurs is also attached.

    Steps to Reproduce Bug

    • Step 1
    • Step 2
    • Step 3 etc.

    Observed Result

    ____ What happens? ____

    Expected Result

    ____ What do you expect to happen? ____

    Affected Browsers

    • Safari (iOS 6): (YES)

    Operating System and Service Pack

    iOS 6

    Construct 2 Version ID

    Construct 2 r184

  • Same as Nemega here, I have an issue with a black empty bar showing on top of the screen in games played in landscape modes. And of course I have a portion of the game, equal in size to that black bar, missing in the bottom of the screen. It's very annoying. How can we fix it?

  • Anyone? Should I post this in the "How do I..." forum?

  • Hey there,

    I can't find a way to set my game on the Scirra Arcade to fullscreen when I'm playing it in Safari on an iPhone 4 with iOS 6.

    I tried setting fullscreen at start of layout with the system object, requesting fullscreen from browser (then I read that it doesn't work with Safari), and setting the fullscreen-in-browser to Scale Outer. Nothing works.

    Also, I can notice that the textbox object I added to the game appears in gray on the iPhone (while it's just invisible - as it should be - when playing on a computer). Does that mean the textbox object doesn't work on iOS? Is there a list somewhere showing which plugins work on which devices, so I don't make mistakes when creating my games?

    Thanks in advance!

  • I am testing it using node-webkit and firefox on both computers, but the screen resolutions are not the same (due to screen shapes/aspect ratio being different).

  • Hey there,

    when I use the text object, the text doesn't show the same size when in Construct 2 and when testing it (in node-webkit or firefox).

    I thought of reporting it as a bug, but I tried it on another computer, and it showed just fine. Basically I have this issue only with my main computer, which is the one I work with. And it can be annoying when you want to know how big your text is gonna be on-screen when designing the game, to then realize it won't show the same size when playing the game.

    I tried adding an event setting the font size at start of layout, but that won't change anything.

    Anyone's been dealing with this before and knows what to do?

  • Yeah, of course... Thanks for pointing it out. Now it works.

    But for some weird reason it doesn't work in an identical situation in an actual game I'm trying to develop. I created the example .capx cause I didn't want to have to post my actual game in here. Can I P.M. you?

  • Ok, I've played with the CreateObject example again, and I'm running into another issue. Now instead of different instances of the same object (red), I got a few objects from the same family, and my conditions imply checking which one is clicked and if a loading-object overlaps it (as before), but they also check what are the state of its instance variables. I don't know if that's an issue with the multi-filtering, but it's not working once again (see .capx).

    Hopefully you or anybody else can help, and if so thanks in advance.

  • Ok, I understand better. As I thought, triggers like mouse clicks seem to be "higher priority" conditions.

    Still I thought that sub-events inherited conditions - and the according filtering/picking - from the main event.

    Thanks a lot anyway.

  • CreateObject : So the events have to be in that order, ok... Why that actually?

    PickingByVariable : Nice! I should have thought of that! Thanks a lot!

  • Hey there,

    I got a few issues with filtering instances. I joined two .capx files to show what I'm trying to do.

    In the first case, I'm trying to create an object (blue) to another object's (red) position after a short loading animation. Of course, I want to create blue over only one instance of red, not on every instances of red...but it doesn't work (see .capx).

    The second case is a sort of cheat codes system in which you enter the name of any object in a family into the editBox, followed by "=0". Every object in the family has got its name stored in an instance variable (family instance variable of course), and I ask the editBox to compare which name was entered, followed by "=0" as it's part of the cheat code, and then I want that very object to become invisible when you press the button to send the cheat code. Doesn't quite work either... (see .capx)

    Any idea? Or is what I'm trying to do even possible with the way Construct 2 is designed?

    Thanks in advance.

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  • That looks interesting, thanks. But is there any way to save and then read several separated datas? Like in an .ini file or an array, I can pick a variable or a "cell" in which to store one given number or line of text?

    It looks like NodeWebkit allows only to save or read an entire file rather than let you save and read one data out of many...

    (Besides, is NodeWebkit limited to only Windows applications? Or does it work on web and mobile apps too?)

  • I could see that, but nowhere I can find a way to save datas (texts, values, etc, not saving the state of the game) to an external file. Especially considering I would like to know and decide where that file will be saved.

  • Still no ideas about how to make this possible? Anyone?

  • Thanks. I still can't figure how to save my data file (say, a JSON file) once I've added content to it.

    The NodeWebkit object's "Save" action doesn't ask me what to save, and besides I thought NodeWebkit works only for games exported to Windows. If so, that's a bit limited...

    Any idea?