WadaKatsu's Forum Posts

  • Several years later, same situation. I install the apk and the moment I launch it, it closes immediately for some reason.

    Wear Os is android and it's not niche anymore

  • Bump, I've got the same problem

    Edit:

    I've managed to do it thanks to this guide: https://www.scirra.com/tutorials/9492/b ... h-phonegap

    The only difference is that I didn't use phonegap at the end, but the Adobe service

    Edit2: It seems like that the real game changer was do zip the whole content of the exported folder and not just the content of the "www" folder, since the info that tell the app that it must stay fullscreen and in fixed landscape/portrait are in the "config" file in the root of the exported folder.

    I don't know if it has anything to do with it, but I've also unchecked "Use new Intel XDK project format" while exporting with Cordova

  • Yeah we can do that, I just wanted to make sure the layout scale was good enough. Put the green bit on its own layer that scales. Everything else put it on a layer with scale rate set to 0 and it will be unaffected when you use layout scale.

    It works! This brings us to 2 problems though:

    1) I don't understand how scaling works, I thought it scaled starting from the origin of the layout but that's not the case... It zooms everything and puts it completely off the center.

    2) The upscaled layer is blurry, If I set the project sampling to "linear" it's not blurry anymore but the pixel art becomes very imprecise

  • Does system layout scale work or are you looking for something else? I'm no artist so you might be looking for something specific.

    Doesn't layout scale resize everything on the screen?

    I must resize only the green part of the example picture I posted, let's call it the "screen" of the console.

    Couldn't you get that effect from your image editor?

    Create the controls with a higher res and the rest with a lower res, or soften them up a bit.

    I don't know if C2 can do this. Accept for maybe adding an 'effect' behavior... Try adding the Sharpen effect and see if that suits your needs.

    For now I'm drawing sprites low res, then I upscale them and put it in game directly in "HD" (I don't use Construct's built in resize feature because it makes them blurry). The problem is that, this way, the movement isn't congruent with the 160x160 look of the "screen".

    For example, after I upscale my low res sprites every pixel becomes a 7x7 pixels square, so if something moves 1 pixel in the game, it moves an actual pixel not 7 pixels, and characters become misaligned to the game world and other sprites.

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  • I'm creating an android game that gives the impression of playing with a gameboy-like console.

    This means that the touch controls must be photorealistic and in HD, while the game itself runs at 160x160.

    Is there a way to upscale the low res portion of the screen to fit the HD resolution of the controls?

    example image to better explain what I'd like to do. The red part is in native 1080 resolution, while the green part is 160x160

  • This is incredible! When is this going to be usable by us "normal humans" to make outrun-style games?

  • as I said, in a previous post...

    one xml file for each hml object ...at the same time....

    in Arrays example i load two xml files..but i also use two Arrays object...

    xml example: http://s000.tinyupload.com/index.php?fi ... 8605593142

    This is beautiful!

    Thank you very much! You really helped me a lot!

  • Thank you very much, I did it! As always your help is fundamental.

    Thanks again!

    P.s.

    There's a thing I still can't understand:

    How can I use two xml files at the same time and read data from both of them without having to reload them each time?

    I understood thanks to your example how to load 2 xml files, but what if I need to continuously acquire data from both of them?

  • You're the best!

    But it only reads text from the root, If I write an xml file with childs/subchilds it doesn't read the text in them... Do I have to change the formatting of the line?

    If XML.StringValue("//line[3]") is enough to individuate the needed text, what's the final part of XML.StringValue("//line/text()") for?

    Also, can I load several different XML files? The command "load XML document from string AJAX.LastData" seems to only refer to the last of the loaded xml files...

  • Thank you guys, as always you're the best.

    korbaach:

    You're very good as usual! I have a few question for you, if you have time:

    -How did you make the sentences loop? I can only find an event that says "on clicked, add 1 to varLineID" but there's no event that says something like "when varLineID>4, set varLineID to 0"

    -Mind helping me with the expression to discern the lines in the xml? How do i read aXML.StringValue("/foo/line/text()")? Can't I just use something simpler like "set Text to Xml.StringValue("Text Id=001")?

  • I tried reading guides but since I'm a total noob I didn't understand a thing... please be patient with me...

    I'm trying to put my game's text in an XML file giving an ID to each text, so that I can do stuff like saying: "in this text box put Text_ID_001, in this other text box put Text_ID_002" etc etc.

    This way the game will be far easier to translate, right? (I would only need to translate the xml file and the game would automatically load all the correct texts in the right places)

    The problem is that I don't have the palest Idea on how to do that, even if I'm pretty sure it's possible to do it.

    I couldn't even find step by step guides for noobs, everything refers to complex stuff like AJAX or Expressions and considers everything as given...

    Thank you in advance for you help, and please forgive my ignorance on the subject.

  • > how to tell construct to count the number of " " (empty spaces) in a sentence?

    >

    ...just a thought

    capx:

    http://s000.tinyupload.com/index.php?fi ... 8500618191

    That's great but I honestly can't understand what you did... I still have to learn about AJAX and Arrays, Ashley's guides about them are a bit too complex for a total noob like me...

    Could you please exactly point out to me which event counts the number of empty spaces?

    I'm sorry for the silly questions but you see, I still have to get a grasp of this...

  • Thanks a lot! I knew it was easier than I thought!

    Could you please help me on how to exactly tell construct to count the number of " " (empty spaces) in a sentence?

    I tried to count the number of times the player presses the spacebar, but they only get counted while he isn't typing in the textbox!

  • I'm trying to make a fake translator, similar to google translate's layout.

    Regardless to what the player writes, the game counts the number of words in the textbox and gives as "translation" the same number of words by picking random words from a database.

    I've read the textbox guide but it's still beyond my comprehension. I wonder why it uses something as complex as CSS instead of being user friendly like the rest of Construct 2.

    I'd need:

    -to center the text top-left (I could center it horizontally with the "align" CSS command, but vertically it's always in the middle of the box)

    -to know the number of words written by the player in a textbox (words, not letters)

    -put automatic line breaks if the text exceeds the box's width while the player is writing

    Thank you in advance for your help and sorry, but I'm a total noob at this...

  • Sorry If I resume this thread after a while but I need your help.

    I didn't even understand what you did to count vowels etc (I'm guessing that's why I'm using a simple program like Construct 2 haha) but I wanted to ask you if it's actually possible to count the words in a text box.