ryguydavis's Forum Posts

  • I have been trying to find a way to make the background stretch in (like a Photoshop pinch) for a few days now. After some hunting, I found Lens works pretty well under the right conditions. However the magnification seems to depend highly on its position on the screen. This makes everything parallax in a very "full 3D" kind of way. I want a 2D aesthetic, and would rather it not parallax at all. I spent a few hours taking the fx file apart and it looks like the parallax result is pretty baked into whatever is going on in the shader. Does anyone know a simple way to make the effect pull and stretch the background without changing when the camera moves around? At the very least, can someone explain to me why it does this? Looks like many effects are largely camera sensitive.

    Thanks for any help anyone has to offer.

  • i fixed those urls, ryguydavis

    Awesome, thanks.

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  • oppenheimer Looks like the links broke when Dropbox dropped their public folder support. Would you be able to fix the link please? This is a really valuable effect.

  • R0J0hound Wow that's much simpler than I expected. Thanks a lot.

  • R0J0hound First of all, this is looking really great. Thanks for all the effort you've put into making and maintaining this.

    I'm trying to convert a normal Physics game to Chipmunk, and replaced all functions with what I think are exact Chipmunk equivalents. The objects move at vastly different speeds, so I am wondering if the Velocity values are represented differently. Is there a simple way to convert the values? I have a hunch it's by a factor of 60 due to dt stuff but I figured you would know better.

  • I left a review on the product page but I just want to say here as well that this is the plugin that should be included in Construct 2. Works without any problems. Had my achievements running in less than a day.

    If you have a Greenlight page or are on Steamworks already, you really need to get this plugin. I was unable to find any other reliable solution.

    Seriously, why isn't this included in Construct 2?

  • That would be fantastic. The plugin just has giant holes in it.

  • Yeah! I am now using the Browser Plugin's "Execute Javascript."

    Then, execute "Cocoon.App.openURL('http://www.google.com');"

  • I am working to release a game via CocoonJS and ran into a fairly big problem with opening web pages. I am hoping I am just making a silly error, so I thought I'd come here to see if someone else can get it working.

    In short, I am compiling on CJS using Webview+ and want to use the C2 Browser plugin "Open URL in New Window."

    I found that using "Go to URL" uses the entire app as a browser (no surprise here, really), and is really not functional. I figured opening a new window would be better, assuming Safari would pop up with the window I had requested. This, however, does absolutely nothing. Even though Webview+ is a must for my game, Canvas+ doesn't work either (which is confusing, since I remember it working in the past).

    Is anyone else able to open a window in Safari through CocoonJS in Webview+? If so, how are you doing it?

  • Ah, yes that does the trick. Thank you for taking the time to provide an example. This is literally a year's worth of headache.

    I'd still love an additional option added to the nearest/furthest condition. It seems like a more elegant solution than three events and a variable. I'll happily use it for now, though.

    Thanks!

  • Try filtering to exclude the UID of the sprite you don't want chosen.

    Could you give some kind of example pseudo code? I get where you're going but am unable to replicate it.

    I'd be happy to see this workaround, but I don't think it negates the initial suggestion. If you ask a person where the nearest human is, they will not point to themselves. It's really unintuitive and not useful for an object to find itself with this kind of function.

  • I use pick nearest/furthest all the time. However, I run into problems when one Sprite attempts to find the nearest of its own kind. I would love the function to be updated so that pick nearest/furthest never returns the instance which called the event, or at least a setting to exclude it. I find myself having to do extremely complicated workarounds, and would appreciate a change.

    Thanks,

    Ryan

  • Problem Description

    Game scales incorrectly when set to "fullscreen scale outer" and exported with the advert bar option (set to bottom).

    This problem has only presented itself on the iPad Retina (3) in both Safari and Chrome. The scaling is correct on Chrome for PC and Chrome for Android running on a Nexus 7.

    Less important but related is that WindowWidth and WindowHeight do not respond as expected. I assume this is from the iFrame used for the advert?

    Exported example:

    https://dl.dropboxusercontent.com/u/225 ... index.html

    Attach a Capx

    https://dl.dropboxusercontent.com/u/225 ... enbug.capx

    Description of Capx

    The example file contains no events or actions. The important features are the "Fullscreen in browser" value (scale outer) and the method of export (HTML5 website, advert bar style).

    Steps to Reproduce Bug

    • Step 1: Set Fullscreen option to "scale outer."
    • Step 2: Export HTML5 website with advert bar option (set to bottom) enabled.
    • Step 3: Run game on iPad Retina (other iOS devices untested so far). Load game in Portrait orientation.
    • Step 4: Rotate iPad to Landscape orientation.
    • Step 5: Problem does not change when game is loaded in Landscape orientation.

    Observed Result

    The view is scaled in too far--neither the full view nor the advert bar are visible.

    Expected Result

    View should scale to fully fit the screen while maintaining room at the bottom for the advert bar. In the provided example, both "TITLE" and "start" should remain visible.

    Affected Browsers

    • iOS Safari: YES
    • iOS Chrome: YES
    • Android Chrome: NO
    • PC Chrome: NO

    Operating System and Service Pack

    iOS 7

    Construct 2 Version ID

    173

  • Ashley

    After making this post I found 1.4.5 available to update and it did fix the black screen error. I have not done any significant testing yet, but the example capx I provided in the post did run correctly.

  • My app is up-to-date, yes. If someone could get it running in their app, that would be great to know.

    Edit: Is anyone willing to verify that this error exists?