tgeorgemihai's Forum Posts

  • Nice <img src="smileys/smiley1.gif" border="0" align="middle" /> Good luck with your game <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Letterbox Scale is a dead end after all <img src="smileys/smiley19.gif" border="0" align="middle"> because of 2 issues:

    1) I can't get the correct WindowWidth and WindowHeight (it takes the WindowWidth and WindowHeight of the game, not of the Browser Tab)

    2) Scale returns to 1 after changing Canvas Size, also bad alignment ( this bug )

    Still, the Scale Inner seems to do the job. Also for the controls the Browser.DevicePixelRatio will come in handy (bigger density -> bigger touch buttons) <img src="smileys/smiley20.gif" border="0" align="middle">

  • Thank you <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Tobye

    Thanks again <img src="smileys/smiley32.gif" border="0" align="middle" />

    Just to make sure, all the expressions for Viewport are the following:

    ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    When I have time, I will make a tutorial because this is a very important procedure if you want to develop games on different devices/platforms <img src="smileys/smiley16.gif" border="0" align="middle" />

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  • DrewMelton

    Play a little with scale modes and see witch one is good for what you want:

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

  • BirthdaySalmon

    Of course it would look blurry. The image is too small.

    <img src="smileys/smiley41.gif" border="0" align="middle"> - This emoticon has 35x18. If you stretch it it will look blurry.

    Read more about screen resolutions and scale here:

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

  • Tobye

    Thank you <img src="smileys/smiley31.gif" border="0" align="middle" /> After thinking the whole "algorithm" again, I figured that I should use the Letterbox Scale and change the Window Size based on aspect ratio.

    The portrait mode will be a little tricky since my game is based on landscape mode (1280x720), but it is still doable <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I don't have lag on my Netbook (AMD C60 1.3GHz, 4GB DDR3, HD6290, Win8 Pro 64bit), but it does take 2-8 seconds to change layouts ...

  • Is there a way to stop the scaling an object ? Or Is there a formula that can help me calculate the current scale regardless the resolution and aspect ratio of the window ?

    Here is my test capx file: Transition_Test.capx

  • If you have the same aspect ratio (example: 1280x720 and 1920x1080 both have 16:9), you could use Letterbox Scale or Letterbox Integer, but if the aspect ratio is different (1024x768 has 4:3) you should use Scale Outer or Scale Inner.

    At the moment CocoonJS has some issues with Letterbox Scale ...

    More info here:

    https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    But again, there could appear another issues like mine:

    http://www.scirra.com/forum/topic79392.html

  • mindfaQ

    sqiddster

    Thank you <img src="smileys/smiley31.gif" border="0" align="middle" />

    At the moment I want to make simple games that run well on mobile browsers so is great that Canvas Plugin works without WebGL <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Windwalker

    mrcgkh

    Thanks, but I know how to make a <font color="blue">Straight line</font> ... I need to know how to make a <font color="red">Drawn line</font> <img src="smileys/smiley1.gif" border="0" align="middle">

    <img src="http://s24.postimg.org/lz7vwtw85/lines.png" border="0">

    mindfaQ

    Do you mean this one ?

    http://www.scirra.com/forum/plugin-canvas_topic46006.html

    Does it work without WebGL ?

  • I am starting to work at a connect-the-dots game. I figured the technical part, but I don't know how to draw lines (like Pencil Tool from Paint) <img src="smileys/smiley36.gif" border="0" align="middle" />

    The technical part goes something like this:

    There are points A and B and the event starts when the player touches point A. Then, every X seconds (0.5s ~ 0.7s) the position of the touched area is memorized in an array. When the user touches point B, an invisible object (line) is created starting from point A and finished to point B. Then an event checks and validates the line drawn by user if the object overlaps all the points recorded in the array.

    So the question that remains is how to draw lines ? (I need a better method then to create small dots (objects) every frame)

    Also feel free to correct me if the logic behind the technical part is wrong or if it can be optimized even better <img src="smileys/smiley20.gif" border="0" align="middle" />

  • The concept art looks awesome, but the game needs improvements <img src="smileys/smiley2.gif" border="0" align="middle" />

    Good luck <img src="smileys/smiley20.gif" border="0" align="middle" />

  • amariscal

    Yes, it should work <img src="smileys/smiley2.gif" border="0" align="middle"> , but don't forget to add the Gamepad's controls (like here)