RandomDood's Forum Posts

  • All I can say is

    OOOOOOOOOOOOOHHHHH!

    That's Cooooooooooool!

  • Out of curiosity, is it possible to have construct auto build a stage and/or visuals based off of music?

  • All I can say is "Uhhh".

    To bad there is no Plug-in, or at the very least a tutorial to make this easier.

    I mean I know its possible to do just by changing the resolution. (But I guess you just said that.) One of the things that really screw it a good execution is that scrolling.

    So would it work if I had an options screen to change the resolution of the game, and then a function to re-initialize (re-launch) the game if "apply" is selected?

  • Your example gave me a good idea of how to get this to work thanks. But can I ask if you found a solution for objects positions changing slightly when giving the player the options to change resolutions/ enter full screen?

    (Different layer scrolling speeds)

    Basically I want to do what Konjak(.org) did with his new Iconoclasts demo: mediafire.com/download.php

    How he gave the option for multiple screen sizes and fullscreen while still keeping everything where its suppose to be.

    And yes I am promoting this guy while asking for help.

  • Problem with that is it will keep adding

  • Is if possible to count (system -> count objects) the number of objects that have the same variable count.

    Example:

    16 objects that are the same.

    5 have the value of "1" in (Variable)

    Always

    Global var (Count) = Object with (Variable = 1)

    (Count) = 5

  • Okay. Thanks for your help

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  • Okay, well it turns out my whole window resizing method ONLY works for window mode and not full screen. (not a great solution)

    So if anyone is using this post to help scale down sprites that they possible made to big. I would suggest the obvious solution (which I should have used) and use the System -> Display -> and zoom out (or in). <img src="smileys/smiley29.gif" border="0" align="middle" />

  • Thats real nice to know. Thanks again.

  • Thanks.

    Its helps but I'm still left with some questions.

    I guess though, that is is better to make the layout/window with the assumption that most monitors that it will be played on will be wide screen and not full wouldn't it?

    Edit: having some problems replicating what the cap file is doing. More specifically how it seems to have this infinite Layout that you can scroll through.

  • I made some sprites but I didn't make them with any particular resolution in mind (wont do that again) because I thought that I could just change the way or size they are displayed at within the fixed window size.

    I was half right and half wrong. I learned that you can set a window size in the application properties and then use the window object to re-size everything to a different reasonable size (640x480, 1280x1024, etc.)

    BUT, sometimes the sprites look weird and more importantly when you full-screen a game, it stretches or compresses everything depending on if your working with a wide-screen or standard screen size.

    QUESTIONS:

    1) Is my solution to the window resizing a good one or will that effect performance or cause other issues?

    2) How do I prevent the stretching when entering full-screen

    3) every time I try to use change resolution code in the event editor, the game would crash or not run. Is there a fix? Does it have to do with the size of my sprites? Could it be that only works for 3D objects?

    Thank you in advance

  • Thanks. My menu system works perfectly. I was even able to create a character selection system using the exact same the principle.

    I didn't see a tutorial for how to do a pause menu in that tutorial list (maybe I over looked it).

    Is there a tutorial for that floating around?

  • Thank you sir.

    You are a nice guy <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Does anyone know the best way to create menus that use the controller or keyboard inputs.

    Example:

    up, down, left, right to scroll through menu options

    A to select, B to cancel or go back to the previous menu

    If it helps I was thinking of separating each menu screen (main menu, options, extras, player select, etc.) with their own layout and have the "goto layout" action when the corresponding menu option is selected.

  • Tested it, and no it does not. Strange how that works.

    Thanks for the help.