TheWyrm's Forum Posts

  • You just need to make your layout size wider.

  • Also just to note you could leave it on a letterbox knowing full well that it drops down to scale outer in cocoonjs. This allows your project to look nice in browser with letterbox as well as in cocoonJS with scale outer.

  • So I had this problem earlier this week.

    What you do is select 'scale outer' in the project settings for fullscreen in browser. This is what cocoonjs defaults to if if you use a letterbox view (as its unsupported by cocoonjs). However If you designed your game for widescreen you'll find that when previewing it in cocoonJS you'll get a white strip along the right edge of the screen.

    So what you need to do is make the layout width larger than the window size width. My windows size was 900x1600. So I increased each of my layouts to 1200x1600. It will add the extra space to the right side of the screen. Which means if you have centered things based on your original layout size you will have to rejig things to your new center on all your layouts (yeah it was a pain). Then if you want to center the layout use the 'Scroll To' behavior on something that is in the horizontal center of your screen.

    kapeesh?

  • So I worked this out myself.

    You use scale outer. Then make the layout wider. Then use 'scroll to' on something that is position in the centre of the screen.

  • So I thought I would give more information on my problem while I wait.

    Right now if I select 'Scale outer' and the 'stretch to fill' option in cocoonjs I get a white strip down the right side of the screen (portrait). However, I want to stretch both the width as well as the height.

    :/

  • Hi guys,

    So I have made a 900x1600 portrait game and have got to the point where I am compiling on CocoonJS. However, CocoonJS doesn't support the letterbox modes. So what mode should I use to fill the screen without any cropping?

  • So what I did was I created a variable for the each of the object types. When I spawn an object I give it that variable unique number. Then when I spawn the the other object from it I give the same unique number to that variable.

    Then whenever I want to grab that a specific instance I add the addition comparison condition: Object type 1 ID number = Object type 2 ID number.

    Therefore, when I do something like destroy object 2 I get the instance I wanted.

  • ok, so I found the solution eventually here > http://supportforums.blackberry.com/t5/ ... -p/2705015

    Basically the export to blackberry option is outdated and what you really need to do is export a HTML5 build.

    Ashley It would be nice if the how to build x tutorials were updated so others don't waste time. FYI I also followed the building a windows phone 8 app tutorial which referred a link to "Visual Studio 2012 Express for Windows Phone 8" at this link http://www.visualstudio.com/en-us. Where it should refer to 'Windows Phone 8.1 development tools' at this link 'http://dev.windowsphone.com/en-us/downloadsdk'

  • So I did a bit more digging and I found this -> https://developer.blackberry.com/html5/ ... ry_10.html

    This is also out of date. When I did the signing it told me to go here.

    C:\Program Files\Research In Motion\BlackBerry 10 WebWorks SDK <version>\dependencies\tools\bin

    Whereas the new location is here.

    C:\Program Files\BlackBerry\BB10 WebWorks SDK 2.1.0.13\cordova-blackberry\bin\dependencies\bb-tools\bin

    I managed to do the signing via command line. So assumed I could now skip the "Click here to install code signing keys" part. However, I still need the WebWorks install path to export.

    I'm pretty frustrated right now :/

  • Thank you.

  • Thank you. I also found the ? operator.

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  • Hi guys,

    So I followed the following tutorial and installing on windows 7 64bit - https://www.scirra.com/tutorials/561/ho ... ckberry-10

    I get to the part where I click on "Click here to install code signing keys"

    I fill in all the details and click 'install', but get told 'Cannot find WebWorks SDK here'

    I have tried

    'C:\Program Files\BlackBerry\BB10 WebWorks SDK 2.1.0.13\'

    and

    'C:\Users[USER]\AppData\Local\Research In Motion\'

    Is the tutorial out of date?

  • Hi guys,

    I want to randomly pick one object from a group of objects and spawn it in the level, but I cant seem to find the functionality.

    Basically I want to do something like the following:

    var a = random(0,1)

    if (a=>0&&<0.2) then

    Spawn.(Object1)

    elseif (a=>0.2&&<0.4) then

    Spawn.(Object2)

    elseif (a=>0.4&&<0.6) then

    Spawn.(Object3)

    elseif (a=>0.6&&<0.8) then

    Spawn.(Object4)

    else

    Spawn.(Object5)

    How do I do this?

    Thanks,

    Mat

  • Hi guys,

    I'm new to all this so just figuring things out still. So I'll explain my problem.

    I spawn an instance of object1.

    When object1 is created I spawn an instance of object2 and pin it to object1.

    When an instance of object1 overlaps an instance of object3, object 1 is destroyed and unpins object2.

    Object 2 is a physics object so will fall when unpinned.

    However, all instances of object2 get unpinned and fall.

    How do I just unpin the object2 instance that is pinned to an instance of object1?