Toby12's Forum Posts

  • You should take a look at the tutorials on data: scirra.com/tutorials/top/page-1

    I'd recommend the Array for Beginners one, should point you in the right direction :).

  • Few seconds in and I couldn't progress any further down. Reminds me off the demo that Sqiddster put up, nice work :).

  • Will do, thanks for the tip :D!

  • Thanks a bunch for the help, Guizmus! Worked a charm :). I used trigger once to stop the size constantly increasing, but using the two variables you added has solved that :D.

    If I finish this project I'll be sure to give you a shout out for your help :)

  • This isn't the full capx as I've got a fair bit of work in it, but it's got the same events etc... for controlling the size of a sprite.

    dl.dropboxusercontent.com/u/17611007/Example.capx

    I tried your suggestion, but unfortunately it didn't work. Thanks for the help though! :D

  • I've been trying to work out how to half the size of a sprite and then return it back to its' original size using lerp.

    I've managed to get the sprite to increase and decrease in size using lerp. However, it doesn't seem to be increasing/decreasing by the right amount. It's probably some bad maths on my part, or just a wrong use of lerp ^^. Any help would be muchly appreciated.

    Pseudo code:

    On event:

    • Trigger once whilst true --> set size to:

              Width: lerp(Self.width,Self.Width/2,dt*self.scrollspeed)

              Height:lerp(self.Height,self.Height/2,dt*self.scrollspeed)

    Else:

    • Trigger once whilst true --> set size to:

              Width: lerp(Self.width,Self.Width*2,dt*self.scrollspeed)

              Height:lerp(self.Height,self.Height*2,dt*self.scrollspeed)

    Thanks for reading :)

  • Would something like this stop the ad moving when you use scale -

    System: Every tick - set position:

    X (ViewportLeft("layer") + ViewportRight("layer"))

    Y (ViewportTop("layer") + ViewportBottom("layer"))

    Obviously you could change the parameters.

    Let me know if this helps, not sure if it will :P

  • Really nice work :)

  • Thanks for the reply :). It was an issue with Clay.IO as it wasn't supported by cocoonjs.

  • Wow forgot about this thread completely!

    I guess I could give my 2 cents, for what it's worth. Reading - scirra.com/tutorials/73/supporting-multiple-screen-sizes over a few times was definitely helpful :).

    Building your games in a bigger aspect ratio like 16:9 seems to be the way to go.

    It helps to stretch your background past the layout size in-case a phone does have a different aspect ratio from 16:9.

    If I want a sprite with a size of 100x100 I usually make draw it 200x200 and shrink it in construct, this allows it to be up-scaled if necessary.

    It's difficult to do a once size fits all, especially for tablets with a HD display. However, when publishing to Google Play I believe they ask if your app is suitable for tablets.

    Not a complete list of solutions by any stretch and supporting the vast range of screen sizes is a difficult task. I guess you could draw a non-HD version of the game and a HD version and maybe have construct check the resolution of the device and use the correct sprites accordingly.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Really nice work so far :). I felt that the blocks moved a bit too fast, but obviously that's completely subjective and you might have intended them to move at a fast pace. :)

  • I did rename it, but me being stupid (blaming tiredness haha) called it "3" instead of the actual layout name!

    It worked now. Thanks :D

  • Title says it all pretty much.

    I've searched around, apparently windowwidth/height it no longer the way.

    Ashly mentioned viewport here - scirra.com/forum/windowheight-selfheight-not-centering-n-stretch_topic53031.html

    But that doesn't seem to be working.

    Any suggestions guys? Bit stumped on this one, thanks for reading :)

  • Wasn't quite sure where to put this. I'm having issues with touch when I export to cocoonjs. I have mailed their technical support, but I wondered if I might be doing something wrong in construct.

    Basically, I can navigate through the menu fine on a browser, but when using the cocoonjslauncher it doesn't work at all. I thought it might be something to do with the timescale but it wasn't. The menu was working earlier, so I thought I might have added something in construct that's borked it, but honestly can't see what could be interfering.

    Thanks for reading,

    Toby

    EDIT: It was a compatibility issues with cocoonjs and clay.io.

  • Yeah, sorry I've just tried to clarify that :).

    The problem is, the random spawner i'm using makes use of the time expression. I did use a variable originally, but couldn't couldn't see how I'd implement a random spawner if I used one.

    Here's a link to the capx. dl.dropbox.com/u/17611007/create%20at%20random%20period.capx

    It was made by someone else on the forum (the name slips me at this moment).

    EDIT: Maybe it'll work if I set the current time to an integer of the variable. Will try that now :)

    EDIT2: Looking good at the moment. Think that may have solved it. Thanks for the help :) :)