oosyrag's Forum Posts

  • I tried scale inner in a preview with a fullscreen request, and it did not use the notch area, although the browser normally does not either. I don't know if an apk would behave differently.

  • Here's what it looks like on mine... Although my screen is so tall the game doesn't even make it up there :p

    dropbox.com/s/wlysofwevf7ujin/Screenshot_20200306-205135.jpg

  • For what it's worth, on my phone with a notch there is a setting for "allow apps to use full screen with notch", and the ability to enable or disable it per app. However, not all my apps show up in the per app control list, which leads me to believe that it's the apps themselves that specify/support if they can use that feature or not. Maybe hidden somewhere in the package builder as an option?

  • Assuming you can spawn the room by events the first time, there shouldn't be anything keeping you from doing it on demand. Like newt said, if you use a function you can add parameters for any variables you want, like location or contents.

  • The host will also need to be on the layout for syncing positions to work. The behavior you describe is due to out of sync issues.

    You can either move all players to the second layout, alternatively isolate the players in a special area in the current layout, or build your own data syncing mechanics.

  • IIRC you no longer need to have a default instance in the layout editor at all anymore.

    Before, you could make a separate layout that wasn't used with all your sprite objects to set defaults, they just need to be on one layout in the project, not every layout in which it was used.

  • It works fine for me fullscreen, extending the object past the viewport size could help.

    Alternatively, you can use the system compare two values condition, to compare the absolute position of the mouse and relevant viewport edge.

  • Also kinda unrelated, but usually wouldn't you want the camera to lead in front of the player rather than follow behind them in this type of game?

  • You need to work backwards. Modulo gives you the remainder after dividing. So imagine 132 total seconds. First you need to divide by 60 and round down to get the number of minutes, which is 2. The remainder after that is 12, which would be your seconds.

    floor(132/60)=2

    132%60=12

    dropbox.com/s/9reee8ph9n72qsu/unixtime.c3p

  • You do not have permission to view this post

  • The angle of the surface you are jumping from would be the origin, and the angle of the surface you are jumping to would be the target.

    I can put together an example when I get a chance.

  • Try the Set Canvas Size system action.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Depending on your painting system...

    A tilemap utilizing 1 pixel tile sizes is a good way to manipulate and access information about the state of any given pixel. You can make it invisible and just use it to record and check tile states.

    Otherwise if you actually want to check the color of each pixel, you can use the drawing canvas plugin, take a snapshot, and loop through every pixel to check the snapshot RGBa on every pixel. Unless your paintable area is very small, I don't recommend this as a feasible solution, as it would probably be too resource intensive.

  • I would normally use the System - Set layout scale action to zoom.

    The viewport size can be changed by using the System - Set canvas size action. This is usually done to change the aspect ratio of the viewable area.

  • Turn on pixel rounding in project properties.