Maenny's Forum Posts

  • Man, if you really think 63KB on Megaupload is too slow, just don't download it. For me megaupload works fine, and it is what I use. Annoying are only the posts requesting other downloaders than the ones already used.

  • Ok I got it to work. As I see many have this problem with resolutions, I thought I'd share. Basically, this cap can be adapted to every resolution using the math I Intergrated. Important: Set the scrolling of your app to unbound.

    http://www.megaupload.com/?d=DL53470R

    The only 'bug' I found was that scrolling has to be done a few steps after changing the resolution. Thats why I have the (not so elegant) count-up of the scroll var.

    Greetz

    Maenny

  • My Bad,

    if I do that, it doesn't change the resolution of the monitor.

    Grrr...

  • I think you have to use the Window-object. When I do:

    Window Set Size to: 800x600

    System: Switch to Fullscreenmode

    it seems to work.

    I'll have to try with different resolutions...

  • Hi Guys,

    I know, that there are quite a few threads with this topic already, but I still feel the urge to ask this question about resolutions in Construct.

    I have difficulties to understand how Construct handles the change of a resolution. I want to have the possibility for the player to set his resolution if he wants to. What are the steps I need to take?

    So far I got:

    System: Change display size to 1280x 1024

    System: Switch to Fullscreen mode

    This changes the actual reolution the monitor is working with, but my layout is small in the right upper corner.

    If I use System: Set Zoom to (200,200), I get a bigger layout, but its not positioned right.

    If I use System: Set layout size to 1280x 1024, the layout gets bigger, but the content won't.

    If I use System: Set Layer 1 zoom rate to (200x200) nothing happens.

    I really am quite confused about this. What I want: I have a layout that is done in 1024x768, the standart solution of my game. For the 800x600 and the 1280x1024 resolution I want the monitor tobe in that resolution and scaling the game, so no black bars are seen. For widescreen resolutions I want the maximum possible height, and black bars left and right.

    So what are the steps I have to do in order to get it right?

    Greetz and thanks

    Maenny

  • Hi,

    Well, that's exactly how I decided now to do it. Thanks for the help again.

    Maenny

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  • Hi Folks,

    I have to movable objects, between them I have a line-onject. What I want is that another object, touching this line (like a laser) gets hurt. What I GET, is a collision between the bounding box of the line and the object. That means, if the line is not perfectly horizontal or Vertical, collision happens in an area which is not only the line, but a rectangle around the line.

    Anyone has an idea how I could solve this problem? I don't want anyone to code me anything, just a tip on the best manner to solve this problem.

    Thanks

    Maenny

  • well, thing is, I already red this problem: physic and other movement don't match. Nevertheless its awkward to let the user rotate the canon with torque. What I do is, when clicked, I disable the physic collisions, the item is moved, then, when the mouse button is released I activate collisions again. Also, for the canon I used another , invisible object for the physic collsion. Now it turns fine and the collsions work.

    Thanks for the help.

  • Well, I need the physics behaviour for other objects to rebounce from the canon. Yet the shooting direction of the canon should be in the hands of the player.

  • Hi Folks,

    this thing is driving me crazy, I already experienced this problem several times:

    Normally a sprite rotates around its hotspot, but here it does not and I don't get why. Is it because of the container? I already made sure, that all hotspots of the items in the container are in the same place. My version is 0.99.72

    Cab: http://www.runtime-hq.com/files/test.cap

    Greetz

    maenny

  • Thanks again for your help. I will try and use the plugin.

    Greetz

    Maenny

  • Hi Folks,

    I have a problem with the text. When I see the text in the editor, it is all smooth and nice. At runtime, though, it is displayed differently, without antialiasing. (See picture below, the first one in runtime, the second one the editor)

    <img src="http://www.runtime-hq.com/images/files/text_test.jpg">

    What did I do wrong? How can I change the antialiasing of the text in runtime?

    And here is another question. What happens if the player has not the font installed I use? Does Construct export the font with the exe?

    Greetz and thx

    Maenny

  • Hi,

    As always, for sure, there is the guy who requests exactly what earlier maybe was left out, because you thought it not important enough. Well that guy would be me. Here it comes:

    There are a number of properties to access at runtime for an object with physics behaviour. But not all of the properties you can access in the editor are accessible in the events. I have a kind of trampoline, for which I want to present the possibility to upgrade its elasticity. Until now I couldn't find any way to change it during runtime. The same happens with the mass, I think, and some other properties. So here the official feature request:

    Please make all physic properties accessible for conditions and events, so that all the physical relevant values can be changed during runtime.

    GReetz and thanks

    Maenny

  • wow, thanks for the cap, although I seem to have difficulties in opening it (says: not enough memory), maybe I'll have to try with my PC at home (currently I have only my laptop with me - which works with other caps (much bigger caps) so far...).

    As for the problems with the users of other Gamemakers: I can understand the search for the UIDs (being myself one of them

    So as I understand, atm there is no way to access the elasticity of an object. I surely will post a feature request in the adequate manner.

    Thanks again for the fast reply,

    Maenny

  • ok, here is what I do:

    I have about 8 different objects with a drag and drop behaviour. I want the player not to be able to drag one object over the other, so he can only place the objects in a free space. Furthermore, I don't want the collisions to be exact, but a collision mask in a circle with a given raduis around each object. I can't use a custom collisionmask, because each object has a physic-behaviour that needs the exact collisionmask. Also it would be quite complicated to have 8 collisionevents in each of the 8 objects. So what I did was to create an extra, invisible object in form of a circle which I attached to each of the 8 objects. Of course I could have done 8 collision objects which I put in a container with each of the 8 main objects - but I thought that quite complicated. So I created ONE collision-object for all 8 objects. In its events I programmed, that when it would overlap with one of his kind, it tells that the main object, which changes its filter colour to red and would go back to its initial position when the left mouse button is released. This means, I have to always make sure that the right collision object is exactly on the position of its parent. I solved this by creating the collisionproject at startup, giving him the UID of the parent and, in case of drag and drop, picking the object by comparing the stored parents UID with the UID of the selected object. This works well, but I wonder if there is an easier way.

    And no I did not come from MMF, but from gamemaker, where I solved many problems using IDs, that's true. And I have to admit, that I sometimes have difficulties to get used to the construct-style. For example in gamemaker one could use scripts, that you'd execute with passing arguments - for example an object ID. That was very useful, you could use the same piece of code for many different objects, you only had to pass the object ID to the script and it would execute all the code with exactly this object. I don't seem to find a similar possibility in contruct, but maybe I just have to change my way of thinking

    Thanks for the reply,

    Maenny