martinx09's Forum Posts

  • I think that would fit my needs,

    so there's no way to do this without using plugins?

    Also I imagine Expression:UnixTimestamp requieres internet connection to be used?

  • How can I get the current time and/or date of the device the game is running on?

    I need this to work for android and optionally on iOs.

  • Try that again, but enable unbound scrolling.

    Tried that too,

    same result, doesn't seem to move at all.

    Tried with on start layout -> scroll Y to 0 then to -500 and 500.

    Same result with all of them.

  • Any other idea to scale from the top?

  • ScrollTo behaviour has a Shake event that you can use.

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  • And how can I scroll the distance down?

    Edit:

    I tried with scroll to Y and scroll to Object (with an object on the top of the screen),

    both seem to do nothing.

  • Exactly as Asmodean said,

    you have to use < 2 and >= 2.

  • I saw that tutorial, already, but still can't make it work as I want to.

    I already have a scroll to behaviour on my character so that could be an issue as well?

    Edit:

    I changed the Y value for parallax on all layers and now it looks fine.

    But I would still like the game to be fixed on the top part of the screen,

    so that just the bottom part of the game would be hidden on a smaller device.

    How can I achieve that?

  • Scale inner would be fine if the game would be fixed on top,

    but it scales like from the center, so the top part of the game gets off-screen when scalling down.

    Also all layers get messy, the UI all over the place, characters on the sky and ground mixed with the interface.

    I don't know if it is because of the different parallax or something..

  • You could make an array with the locations, then just make an event every 120 seconds with repeat 20 to spawn an object, use array.at with random to select one of your spawn points.

  • Hello!

    I'm making a game for android smartphone devices,

    I've been testing and for 16:9 devices the game looks very good,

    as the window size on my project is 486x864 (9:16).

    The problem is when I try to play on smaller scales like 4:3 or 3:2.

    (I'm currently using scale outer)

    I've made an image of how my game looks now and how I want it to be:

    So, basically the 2 screens on the left represents the present.

    On a 16:9 resolution like 360x640 the game fills the screen completely (green color represents the game).

    But on a smaller resolution like 320x480 the game scales to fit the screen which makes 2 lateral bars to appear.

    What I would like it to be is like the image on the right,

    the game fills the entire screen and the overflow is just not displayed.

    Is this possible to do?

  • Thanks for the replies,

    I have only spritefonts now (had 1 text object before),

    and no "Every tick" events at all.

    Game seems to work better now.

    What are the differences between CocoonJS and Crosswalk?

    I mean, are there any restrictions for some of them like not being able to use some objects?

  • So I managed to raise the fps by deleting some texts using "Every tick" condition,

    and destroying sprites off-screen.

    Now it's working smooth, but still think it's weird because crosswalk is supposed to be the same as chrome,

    and it works better on chrome, but any way.. problem solved.

  • So I want to make a game for android devices,

    testing I exported to HTML5 and uploaded to my personal hosting,

    then on my phone opened the site with google chrome and it worked very good (60 fps).

    Then I tried exporting as an app,

    I used cordova to export and Intel XDK to make the APK file.

    Installed it directly to my phone with the secure link sended to my email.

    And to my surprise the game runs at only ~20fps. (Galaxy S6)

    Is this normal? Because the game doesn't even have that much stuff going on,

    just a platformer behaviour, some spritefonts and some sprites with solid behaviour.

    What's the best way to export my game?

    Because if the demo runs that bad then the completed game will be even worse..

  • Tried all you said except for 1px transparent border,

    Tried low quality, pixel rounding, positions are integers, etc. No luck :/