Mimiste's Forum Posts

  • Hi,

    You can't really do that, you'll have to put all your pointpath in an array and use "numpoint" as an index

  • Every instance of a sprite have an unique UID.

    To access a specific instance, you can use the event "pick instance with UID"

  • Dominius2003 If you are releasing your game on a website, yes it will be a problem because as you said, if the user clear the browser cache the game save will be deleted.

    But if you are making a desktop game using node-webkit for exemple or a windows 8 game, it will not be a problem because the save location for webstorage is different

  • I finished it ;) strange game and at first you really dont know what you're supposed to do but I liked it, well done !

  • do you test in visual studio ? I have a big perfomance drop when launching my app from visual studio but works good when launching from the start menu

  • Yes you need a mac to compile an app for iOS, it's like that since 2007. The only way you can make an iOS app with windows is by using adobe flash CS6

  • Most games with 4:3 aspect ratio are stretched in full screen like starcraft, Age of Empires II, Vampire The Masquerade: Redemption, Panzer General II , Fallout 1 & 2, etc.

    It's because they are old games that were created years ago when 4:3 was the main screen ratio. They just were'nt designed to adapt on multiple screen ratio...

    Now things have changed, you have to make your game adapt the screen ratio.

    Here are two screenshot of the same game, on iPhone and iPad.

    iPhone is around 16:10

    iPad is 4:3

    iPhone :

    <img src="https://dl.dropboxusercontent.com/u/5129970/constructforum/Photo%2021-04-13%2018%2027%2002.png" border="0" />

    iPad :

    <img src="https://dl.dropboxusercontent.com/u/5129970/constructforum/Photo%2002-04-13%2019%2003%2024.png" border="0" />

    So how does the same game adapt from a wide ratio to a 4:3 ratio that is taller ? Without black bars and without stretching ? By showing more graphics up and down. Here it's the ceiling and the floor but it can be more sky, ground or whatever... But never stretching

  • I have to agree with Arima, stretching the game to fit the screen is I think a very bad way to make a fullscreen. I just dont know any game that use this method to make a fullscreen. And as a gamer, if I launch a game and see that it have just been stretched to fit my screen, I would probably leave the game thinking the dev were too lazy to make something correct.

    Alternately, you could instead do the opposite and use a 16:9 ratio for the window size which would result in more area being shown on 4:3 monitors at the top and bottom of the screen (the area which would otherwise be black in letterbox mode), therefore making all content at 4:3 expecting those top and bottom areas to be cut off on 16:9 monitors.

    I use this method and it perfectly works to make fullscreen without making an ugly stretch.

  • hello, all the compare event (rd=1, rd=2 , ...) have to be a sub event of the "On start of layout" event

  • hi !

    You can do a MoveTo with pathfinding, it support acceleration and deceleration too

  • Yes, you can use Dropbox to upload a file for example

  • you should provide a capx, would be easier to see what's wrong ;)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm facing the same problem with the iPad 3. Solid 60 fps on PC, on iPhone 4S, on Galaxy tab 2 but performance drop on the galaxy ace (it's a low end phone so it's normal) and performance drop on iPad 3.

    Strange because I tried with a low resolution and high resolution version of the game but the same performance drop for the 2 versions. So I dont think it's a resolution problem

  • the function plugin dont create a function like

    function myFunction(param1){

    }

    It's something used by the construct 2 engine for the event system and I dont think you can access it externaly.

    Instead, I would create a plugin for your publisher using the construct SDK

  • It's a way better to scale down. By scaling down, you'll not notice quality loss. If you scale up too much, everything will be blured and look ugly.

    So yes, if you want to preserve the graphic quality, pick a high 16:9 resolution and use the scale mode so the game will be scaled down to fit others resolutions.

    But, dont forget it will make your game bigger on disk, and in the RAM. And it's possible that the game dont run on some mobile devices because of that.