ranma's Forum Posts

  • Fishing for Android

    extremely simple fishing game for android, imagine your mobile as a fishing rod :)

  • i have put up a simple

    browser: is online? sprite -> set visible

    and the sprite is set to visible even if I'm offline. also the other way, I tried to hide ads when offline, so I did

    browser: =/= is online? iframe -> hide

    and this one always show the "page not accessible" (when online it show ads correctly, but the page not accessible is annoying :)

    appmobi export, tested on nadroid nexus one. in preview seems to be working ok.

  • ah yes, thanks, it works now :)

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  • ranma thanks, but isn't that what this code does:?

    AppMobi.device.setRotateOrientation('landscape');

    Mine seems to work only with this one. I'm just wondering if there is an advantage to using both.

    this line only prevents from going to portrait, you still have TWO options to go landscape, let's call it "left" and "right" landscape :) with

    AppMobi.device.setAutoRotate(false);

    you get only "left" one :)

  • I use full screen scale mode.

    ranma I got mine to work without this line:

    AppMobi.device.setAutoRotate(false);

    What does that one do? is it needed?

    it blocks automatic screen rotation when you rotate your mobile 180?

  • Thank you, works great, that's all I needed!

    When exporting your project from C2 are you setting it as fullscreen (crop mode) or fullscreen (scale mode)? I'm having the problem where it looks great in the appMobi emulator but is stretched and won't fit the screen when actually played on my phone.

    turn off the minifyer, if your problem is like the one here:

    http://www.scirra.com/forum/fullscreen-scale-crop-mode-scaling-only-down_topic49244.html

  • sorry for the confusion. with webgl on everything's ok, but most (all?) mobiles don't have webgl, so the only option is not to use any kind of scaling and use fullscreen crop mode, right?

  • When used "set layer scale" event, the tiled backgrounds have point sampling zoom, but all sprites have linear sampling, which looks really ugly in a pixel perfect game :( the project's setting is of course set to use point sampling. also doesn't work when layer zoom is 100% but sprite size is set to double the original, so long story short, point sampling doesn't work for sprites :)

    ahh, disregard that, webgl only :( this is so sad, isn't there an option to make it work without webgl? tiled backgrounds work and have point sampling when resized, why sprites cannot?

  • also, when you have some behavior that moves object and make an event to scroll to this object every tick, there's somewhat similar one frame lag, the object moves some pixels by behavior, then the frame is drawn, then the screen is scrolled to the position, then object moves, then next draw occurs.

  • FredQ edit exported for appmobi html, add this:

    AppMobi.device.setRotateOrientation('landscape');
    AppMobi.device.setAutoRotate(false);

    right after these lines:

    document.addEventListener("appMobi.device.ready", function ()
    {

    change landscape to portrait depending on what orientation you need.

  • update: of course this happens only when using minifyer. again :) i personally think the minifyer itself caused c2 developers so much problem that it's a functionality that I would be happy to see ditched. but of course that's just my opinion :)

  • confirmed, I've noticed this one too lately.

  • tested, confirmed loosing focus when maximized and clicked exactly in top right corner, but probably nothing can be done about this. or maybe the used ui library has some simple option to disable rounded corners for windows?

  • update, actually the whole scaling modes went wrong after the recent updates, I think there's some kind of a problem with canvas sizing in html, as in resizes the canvas to a slighly larger area than it should, but again ONLY on a mobile, in the preview and in appmobi emulator it seems fine. android nexus one, appmobi export.

    here's what's going on:

    http://dl.dropbox.com/u/59009902/DSC_0151.wmv

    and here's the capx:

    http://dl.dropbox.com/u/59009902/scaling%20bug.capx

    to my knowledge, the white margins should be on all sides, in both portrait (big margins on top and bottom, small on left and right) and landscape (small on all sides) as the project is in landscape and has proportsions similar to the mobile screen.

    also shinkan got the dropbox working without installing it, thanks! :)

  • great, thanks! for all interested, the only thing you can do is actually pin all the objects to the first sprite that is moved, and I want to correct myself, indeed, the FIRST pinned objects doesn't seem to have a lag, the second and so on, does.