Tobye's Forum Posts

  • A0Nasser I found this in the index file after export:

    <!-- The canvas the project will render to. If you change its ID, don't forget to change the

    ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). -->

    <canvas id="c2canvas" width="1600" height="900">

    Maybe you could try having a play with it and see if you get any results? I'm just off to bed in a minute, so won't be able to give it a go until tomorrow.

  • A0Nasser if I find an elegant solution I'll let you know, it still seems like there must be a simple way to solve the problem.

  • Aphrodite - Yeah I think I getcha, I'm just thinking that when you put the assets in at a larger size than for 800xX, you will need to shrink them after import to fit into the right size for that smaller resolution. Then it will automatically scale them up in bigger versions, adding more quality as they grow in size, up until the original import size, if I understand correctly? But then also, if I scale them down using events (which I would need to do for Spriter files), would that prevent them being scaled up in quality in higher resolutions?

  • Aphrodite but then you have the problem of the assets appearing too big in a small window. So I guess I wasn't really clear, what I need is for it to scale-down to a certain size, so all images a proportionate to the screen size.

    So I'm guessing I would need to import them at a high-quality, then shrink them to fit into 800xX, then in the exe version, when it scales to fullscreen it will use the higher-end versions? Am I on the right track? Thanks for your patience, I just find it all a bit wonky.

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  • Hi all,

    I've come to the end of a long road with my game engine and will start importing art now. So, now is the time I need to seriously wonder about screen resolutions. I've looked around and asked people, but it's generally only ever discussed about getting full-screen to work. I'm in a different boat however.

    I want my game to be released as a web game, so the resolution needs to be 800 wide max to fit on most portals. But then I want to release an exe version as well with higher resolution, so it can look really nice full-screen as well.

    Now as far as I understand it, I would need to make 2 versions of the game, reimporting all the assets at a smaller size for web version than exe version. And this just does not seem right. Surely there is a way to downscale the high res version when putting it on the web? Maybe something that can be changed after export?

    If you have any information or ideas about this, please let me know!

  • Excal - Yep! That's the stuff At the moment it's the only real thing I find myself wanting on a daily basis.

    GeometriX - Yeah that's actually pretty nifty. I am thinking to myself 'yeah but what if...' and not actually coming up with too many problems. I can see how to work your example to pretty much anything without using my normal convoluted group systems. I'll try it out next time I run into such a problem and see how it goes!

  • I forgot what they are called, but someone was showing me in Unity they have functions that trigger across ticks. So, you could say on function X, make the sprite slowly change opacity over Y seconds. This would save a whole heap of time for me!

  • Also I got this while trying to sync an array:

    Javascript error!Uncaught TypeError: undefined is not a functionhttp://localhost:50000/Multiplayer_plugin.js, line 519 (col 12)This is likely a bug in Construct 2 or a third party plugin or behavior - please report it to the developer. Subsequent errors will be logged to the console.

    It's only one specific array, all the other work fine. I'll try to get a bug report, but it's only this one array in a huge project that I am unable to recreate in a small one. So, it will take a lot of time.

    It should be noted this is the first new object I have tried to sync since the update (176).

  • Getting the exact same error (in firefox only).

  • DuckfaceNinja - Yes it is very helpful! But also for your text: it does not sync! I had issues with it before and Ashley told me that text variables are not meant to sync at all by design, but it had been forgotten in the manual. You need to use messages to rely text.

  • xoros sorry, but I have no idea how to do that stuff at the moment, I'm hoping to learn from you I only know C2 side stuff, but would very much like to get my game more stable.

  • jayderyu - ah, right you are! Thanks for clearing that up for me.

  • xoros - could you please let me know if you get this working? I have the same issues.

  • Hey all,

    I am coming along in leaps and bounds with my MP game, and noticed that variables over 255 get set to 255 for the peer. Also, it does not support decimals (so 120.25 = 120). Is this intended or is this a bug? I tried looking through the manual again, but it seems the whole section on syncing variables has been removed?

    For my game it's not too big a deal for me to work around this, but I would just like to know what's going on exactly before I make any hasty alterations.

  • Ashley Okay, thanks for the reply. Would you have any advice as to the best way to do this? I have lots of ideas, but worry about efficiency.