TiAm's Forum Posts

  • > Which compiler gives posibility to make apk to android 5 and higher?

    >

    For android 5 just use webview it work like a pc and fully support of html5 and no add size

    This is by far your best option. Sadly, Android 5 has sooo little penetration yet...

  • Lil tip: fade out screen and music when you have to transition. Can do so manually, or:

    Fade sound: http://c2rexplugins.weebly.com/rex_audio_helper.html

    Fade layout: plugin-updated-layouttransition-v1-2-layouts-transitions_t129279

  • You need to enable unbounded scrolling. You should also be using scale outer or scale inner, but as you assumed, if C2 detects that it is on cocoon, it will default to scale outer anyway.

    You can either design your game so it 're-flows' to any screen size, or target a good 'compromise' aspect, and put some junk on the sides. The former looks better, the later is easier.

    These tuts might help you some more:

    (Good explanation of different screen formatting options) https://www.scirra.com/tutorials/73/sup ... zes/page-1

    (Not all accurate and up to date, but a good list of what Canvas+ doesn't support) https://www.scirra.com/tutorials/303/ho ... o-cocoonjs

    (Check comment section too) https://www.scirra.com/tutorials/998/sc ... for-mobile

    http://www.html5gamedevs.com/topic/2567 ... ientation/

    http://ilikekillnerds.com/2014/03/lesso ... nstruct-2/

  • Given the inflexibility of C2's IDE, I have kind of given up on this for C2. But it would be right at the top of the list for C3.

  • sqiddster

    Any update? Did you find a solution?

  • Been dying to play this for ages, but had pretty much lost hope.

    Unity?

  • sqiddster

    ^This post.

  • Wish I could offer some direct help, but don't have a mac available to test ATM.

    Are you seeing this problem directly after export, or after DL'ing your zip from dropbox to mac, then running? Cause I noticed this in Aurel's howto:

    ★ A note about Dropbox and Mac builds

    Exported Mac builds works alright until you use Dropbox or this kind or services. The file properties can vanish (very often).

    Compress your game in an archive before transfer (if possible, not only as a ZIP, as Dropbox handles it as a regular folder now. Changing the extension like a fancy .ZOP will assure Dropbox don't mess with your game)

    Maybe 7z would be immune?

    Also, if you go to "C:\Program Files\NodeWebkitForC2", what size are your osx32 and osx64 folders?

    Considering your situation, you might try hitting up Ashley; maybe he would have some further ideas:

    https://twitter.com/AshleyGullen

  • Ashley

    The vast majority of nimos100's suggestions are small, practical additions that would be really useful to have, and relatively easy to implement.

    I particularly agree with this:

    "In general it would be nice if all things in C2 was made in a way, that if you can set a value then you can also get it."

  • I had a similar attitude when I first started using C2...but honestly, some plugins are such time savers it's hard not to use them (litetween, magicam), or offer powerful functionality that C2 still lacks (Paster/Canvas), or, in some cases, exceed C2's internal capabilities in both features and perf (the incredible Chipmunk physics).

    Ultimately though, it's your call.

  • Mamajuano

    I'll try your capx later today when I have time.

    Second question: I patched the preview.js file stored in program files, so I didn't have to edit my exports every time. Patching the export should work fine though.

  • Basically I want a 9patch with a fixed center; when I size it larger than than 1:1 the sides stretch, but not the center. When sized smaller, the center shrinks, but stays the same aspect ratio.

    I'm pretty sure this isn't possible with the built in 9patch object, but I'm hoping I'm wrong.

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  • Yeah, you have to set that to 'No'.

    Yes, it's counter-intuitive.

  • Braus

    Yes. What you describe is the result of a kerned font being translated to a monospaced font; by default spritefonts are 'monospaced', which means that each letter is the same width, and is spaced equally from each other. With most fonts this looks bad, because the letters are different sizes and shapes (kerned).

    What makes GYFM indispensable is that it generates a json string that can be used to set your font to the correct kerning if monoscaping is not what you're looking for. It's pretty straightforward to do.

    Go back here:

    and search for and download this capx:

    GYFM_ImportSample_v2.capx

    The JSON string is generated by GYFM when your export a spritefont; look for the similarly named text file that is exported with the spritesheet.

  • Braus

    This is, by far, the best tool for generating C2 spritefonts: