naelian's Forum Posts

  • ok, ios device have only safari as well known browser on it ... perhaps a chrome version in future but actually i use safari and also the last dolphin browser on iphone (no gesture bugs !) with a fake fullscreen mode removing adress bar without having to use the "homescreen" feature.

    But yes on your desktop pc you can have a real fullscreen mode with a C2 project ... just remove or invert the test on your project enabling fullscreen "for mobile only" and use chrome or firefox browser. Sorry if my previous post is not clear, i'm french so it's pretty hard for me sometimes to use the good words ;-p

    Will your project use all the "height" size of the ipad screen ? if so the problem is just because you are using "Ipod touch/Iphone 3" layout/window size instead of Ipad screen size. It's also important to know your ios version because last 5.1.1 ios and safari are better.

  • Is your ios mobile device using firefox or Chrome ? -> no only safari ... so your event putting your game in real fullscreen mode can't never work ... not working on a pc using chrome or firefox because of your "Is on mobile device" test .... and not working on ios because safari don't support this "Browser request fullscreen" feature.

    Your screen/layout size is good for a Iphone 3 ... Ipad use bigger screen or perhaps you are speaking about Ipod touch and not Ipad ?, i will try to do some tests on iphone 4, sorry i have only that ;-p

    Ok i think you are speaking about Ipod Touch ;-p ... the problem is that html5 games use safari ... on the only way to have some good display without too many "bars" is to put your game as a "homescreen" application and then launch your game directly touching the new game icon and not launching it using safari. Using this mode the adress bar is not display but the status bar will remain on the screen ! ... and there is no way to remove it... so you will never have a true 480 px height display but a smaller one and this is why you have some problems because if your game height is resize from 480 to a smaller size, the width is resize in the same way never filling the screen.

  • Ok fullscreen mode is use in C2 code ! but he can't work on ios ;-p ... so just change the project property as i say before.

    For ios i think you will have some problems using "on touch start" to move the kart ... so do this :

    Give the "touch" object the property "use mouse input" to "yes" so you can test the "touch" behaviour using a mouse on a pc too and you don't need using the "mouse" object anymore in this project !

    And more important, use "touch : is in touch" event instead of "touch : on touch start" it will works better because keeping finger on the screen only trigger this event on the first tick if not doing that. So if using the mouse input mode in the touch object i will be the same and keeping finger on the mouse button will only move the kart on the first tick.

    ENjoy !

  • This game is not "fullscreen" on a desktop pc too and your C2 project have "fullscreen in browser" property set to "Off" ... so perhaps put your C2 project with the property "Fullscreen in browser" to "scale" will help you to have "fullscreen" on ios safari ;-p

    I don't look if you try to use some special "browser" fullscreen code in C2 but this code can only work using Firefox and Chrome.

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  • I really think it was a problem with all your "else" events in this project .... each overide previous work done !

    Oups you have found before me sorry ! ... not so easy to work with instances sometimes ;-p

  • Sorry you post too fast, i'm well known here to edit my post three times min before giving all details ;-p

    So using "only" C2 i think is not actually possible to do so ... but if you are exporting your project toward another product giving access to some native mobile feature like "phonegap" i think it could be possible.

  • I don't know if your are targeting Iphone but seems this behaviour must be specified by users/players in general "settings" and not by C2 dev ! ... so if a user want his phone to be locked after 3 minutes in all apps when doing nothing you must not prevent him to do so ! ;-p

    Of course some apps use direct access to mobile feature to do the job ...

    for example using this kind of code :

    [

    [UIApplication sharedApplication] setIdleTimerDisabled:YES];

  • My real "tutorial" was created today ! ... i just provide a quick answer to those wanted to support in games the most commonly used international keyboards layout.

    I edit this tutorial to give also "good WASD" like keys for "DSK" Dvorak Simplified Settings Keyboard but i really think this keyboard is pretty unused.

    If you want to give your game a really good keyboard management you can ask the player to choose between different pre-defined keyboard settings and activate the good managing "group" .... it's also available if you want to use gamepad with or instead using keyboard and so on.

    Another way is to let the user choose all "triggers" for each actions using several devices. For keyboard i've not found a C2 plugin managing keyboard user define keys ... so also store/load user key settings and managing conflicts when a player want to choose a already used key for another action.

    So i really think creating a unified all input device plugin is a very hard work ... the problem here is that devices can't do the same thing using the same "way" ... so if i can move more slowly pressing "up" and "down" at the same time .... a gamepad could not do this using only the standard 8-dir pad and a joystick can do this but slowly moving "up" ... so each devices need specific triggers for each actions. In fact it's perhaps more difficult to bring your game a good device management than creating the real game core ! ...

  • My "copper" project is broken again and i don't know why ... always good in preview mode and broken after C2 R96 HTML5 publishing ... so it seems difficult to have a real stable result in time ! ... i've also update my java version to 7 so there is perhaps a link ...

  • Explode sound and effect create big lags on Iphone 4 but 3D moving effects without this problem is really smooth ...... sure with some changes as the size which is more for the ipad or a chrome pc and some native "cocoonesque" magic inside it could be great ;-p

  • Thanks Joannesalfa !

    Quite amazing 3D effect ... if you have chrome or safari ios try Here ... it's really not too bad on a iphone 4 !

  • Ok, my first tutorial on this subject is done with some editing problems but the editing tool is not really "WYSIWYG" !

    , sure it's true but this tutorial is here to provide a quick answer for everyone so for C2 free edition users too and it's why a "0 events" answer is good <img src="smileys/smiley4.gif" border="0" align="middle" />

    User define keys are a big events spending feature ... need some keys conflict management and user define keys storing too ... really good but not for everyone <img src="smileys/smiley6.gif" border="0" align="middle" />

    It could be quite interesting to create a C2 plugin for managing and storing user define keys ! ... i'm too novice for that but perhaps someone reading this post ?

  • Thanks all ! i'm happy to see some replies for this subject ... i really think first that people don't want to loose time to read a post speaking about the little French/Belgium community problems with games ;-) ... and it's why i choose to create a short post instead of a more big tutorial with pictures and explaining why different keyboard settings exists ! ;-p

    But you think wisely Ashley when you said that creating a tutorial is the better way to bring people attention on this subject !, so now ok, i will create a tutorial for this subject <img src="smileys/smiley2.gif" border="0" align="middle" />

    ENjoy !

  • You can use Juantar copperlicht C2 plugin, he create a 3D maze sample. Use ambiera coppercube free trial to create your 3D scene and the copperlicht html/webgl mode to use it.

  • i've you try to use the textheight property ? ... (you can only get the textheight a tick after a new text is updated in a text object, so you need perhaps to get the textheight on every tick and change Y pos dynamically)