Reflextions's Forum Posts

  • I'm gunna go ahead an bump this...

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  • Don't want to start a whole new topic so I'll revive this one. I've got my game set at 780x520. The game fits perfect on my ipod touch, but on an iphone size, you can see outside the layout to the right. I've tried telling it to scale etc, but nothing seems to be changing. How can I support iphone 5 and ipad?

  • - I had a similar problem and realized that the temporary sounds I threw in there were .ogg only. iOS and Mac OS will just ignore those files, so the preloading never actually completed. Do you have m4a's for all of your sounds as well?

    Ashley - Is there any way to test if preloading failed? It would be handy to have as an event, for situations like this.

    I converted all my mp3s to OGGs before importing into C2, so I assume I don't. Thanks I'll try another format!

  • The loader layout and preloading, from what I know, only works if you're making an HTML5 browser-based game.

    In an app downloaded to your phone, there is no loading of the loader layout.

    But I do see the loader layout, it just never moves on. I made another build, without the preloading, but it still didn't move on. The event told was after one second move on to another layout.

  • So everything works fine in preview but, after exporting, making it an xcode file etc, I get project running in xcode and build and run on my ipod touch 4th gen w/ IOS 6. The game worked fine before that, but I implemented audio and a loading screen to play the menu song without delay and preload some sound effects. The game will not progress past the loader layout on IOS. Here is my loader layout event sheet:

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    126 64bit steam version

    <img src="https://dl.dropboxusercontent.com/u/44188718/Other/help.png" border="0" />

  • Out of curiosity, why go through all the trouble using a 2D game engine to make a 3D game? Why don't you just start with a 3D engine?

  • This thread is pure gold. Thanks for just happening to answer my question too :)

    Ditto

  • I'd also like to know how to do this...

  • With appropriate use of functions, you should be able to make this yourself in events.

    Wasn't aware of that, awesome thanks.

  • Bump

  • Doesn't that exist already? Check use mouse input part.

    The mouse touch simulates it, but when you have two buttons on the opposite side of the screen you can't be going between the two. I mean an actual action to simulate touch input.

  • Could you put in actions for the Touch object, to simulate touch, simulate touching object, simulate any touch, etc, it'd be much easier and cleaner than creating a whole bunch of events just to replace touch controls.

  • Only the transparent pixels of the objects on the layer, unless you've set the layer to be rendered as a texture, in which case I'm not sure if the segment with objects is cropped or if the entire layer is drawn.

    Cool, thanks for the info. Where are you getting this? Is there a manual entry on this sort of info?

  • Remember even transparent pixels must be drawn. So a transparent background project will still clear every pixel to transparent every frame, which will take up some of the fill rate. This is what the 'clear background' project property is for, so you can turn off that clear in case the background is 100% covered by opaque objects.

    Do transparent layers cause transparent pixels to be drawn as well, or just the objects on them?

  • Hi Draspur,

    My steam name is rosareven in case you missed it.

    Hmm, like I said in the pm I can't find you. Could you link your steam user page?