Wossi's Forum Posts

  • 🎉 Check it out! 🎊

    My first own mobile game. I've developed for Android devices.📱

    📦 BoxUp! is a minimal relaxing physic-based platform game. Be better than me and break my highscore! 🕰 The best game to shorten long waiting times. 🚽 Perfect for going to toilet, 👨‍⚕️waiting rooms for doctors, 🚍 bus or train journeys.❗But be careful, it will be quite difficult. 😉 Let me know, what you think about it. Cheers! 🍻

    ✅ Free Download: https://play.google.com/store/apps/details?id=com.wossi.boxup

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  • GloryF90 Thank you for the explanation.

    Now I have found the solution.

    I use "scale outer" mode with layout parallax 0%. "On start of layout" I set the position of the objects. Now it works on all my test devices.

    If the origin of object is at the top left, I can position the object in the center of the screen with X = ((ViewportLeft(0) + ViewportRight(0)) / 2) - (Self.Width / 2) and Y = ((ViewportTop(0) + ViewportBottom(0)) / 2) - (Self.Height / 2). It also works with other origins. ;)

    Thanks for any help.

    By the way..

    Do you know how to use Mobile IAP?

    Maybe u could help me...

    No, sorry. I've never worked with InApp Purchases before.

    ~closed

  • If the object's origin is in the top right, set it's position to x=ViewportRight("0"), y=ViewportTop("0")

    That's the theory. But in my case the ViewportRight(0) is 1080 in a viewport of 1000 width. This can not be...

    Also th layer has parallax x = 0% and y = 0%. So, what I'm doing wrong?

    ~edit:

    Sorry, that's my fault. Now I'm using ViewportRight(0), not ViewportRight("Layer") and it seems it works. I will make a few more tests. ;)

  • So, I have tested my app with "scale outer"... this option gives me more problem than "scale inner".

    Let me try to explain the problem again:

    I use the "scale inner" option to fill the entire screen with my app. My problem is the positioning of the objects. How can I always place an object in the top right corner of the screen? The origin point of the object is top right. What kind of variables do I have to use or which calculations do I need for this?

    Thanks for any help.

  • > But if my ViewportLeft has a negative value, it doesn't work.

    It works to me

    Could you show a screenshot?

    What works for you?

    So, I can't rebuild the negative ViewportLeft value, but here is a screenshot...

    In this case, I have a screen with 1000 pixel width and 1600 pixel height. But the ViewportRight value is 1080 pixel and the ViewportBottom is 1824 pixel. That's make not sense for me. In this case, how can I calculate the position of the right edge?

    Check out the Anchor behavior to use with the scale outer, as well as double check the layer the ViewportLeft("layer") is using?

    I'm not using the anchor behavior. I use ViewportLeft("Layer"),that's correct.

    in my games I always use this I have no loss of image quality, the game is lighter and the components are always on the screen

    That's working only if you have a 16:9 ratio. Samsung S9+ and Mate 20 Pro dosen't have this ratio. The Black bars appears. I think "letterbox scale" is not the solution, because the name says it all.

  • Im not sure, because i dont know what kind of game it is, but try 'letterbox scale' instead of 'scale inner'.

    The kind of app is not relevant. I want to use this for every app in the future. Apps that do not use the full screen appear unprofessional. The "letterbox scale" creates black bars above and below (like on my Samsung S9+). That's exactly what I DON'T want.

    Scale outer is the setting I always used.

    Ok and next? How do you position your objects?

    My theory is that I set the fullscreen mode to "scale inner" (or whatever) and then place the objects with ViewportLeft, ViewportRight and so on. I'll calculate the position. But if my ViewportLeft has a negative value, it doesn't work.

    Typically, X = 0 would be the left edge of the screen and X = 1080 would be the right edge. Y = 0 would be the top edge and Y = 1920 would be the bottom edge. For example, I can position a button in the upper right corner.

  • I'm currently working on an app for Android. The app should use the entire screen. My project and my layouts are 1080x1920 pixels. The layouts have parallax 0% 0%. I've tried everything, but to no avail.

    The Fullscreen Mode Scale Inner brought me a little closer. Now my objects are partly outside the visible area. I don't have any information for the right and bottom of the screen to reposition the objects.

    How do I manage to use the entire screen of the device regardless of the resolution?

    Thanks for any help.

    Tagged:

  • I think this thread could help you:

    https://www.construct.net/en/forum/construct-2/how-do-i-18/touchshake-device-50962

    Thank you for the link. I have create an example, but nothing happens on network preview.

    drive.google.com/open

    Have I overlooked something?

  • Hello there,

    I would like to develop an app for our robot vacuum cleaner. The smartphone should be placed on the robot. If the robot hits an obstacle, the app should comment with an audio file on this shock. Like "Aua" or "Get out of my way".

    How can I detect this device shock in Construct 3?

    Thanks for any help.

  • If you remove int() and disable Physics, then your code will work correctly.

    Yep! Thank you, that's it.

    The solution:

    - Disable physics behavior

    - Move platform with lerp to destination position

    - Activate the physics behavior

    ~closed

  • Hi,

    I have a little problem with the lerp() function. I want move multiple platforms to a random position. I user lerp() to "animate" the movement. It's already fine with the first instance, which slide up from the bottom of my layout. But the second instance, which slide in from the top of my layout stops at the wrong position.

    I have two instance variables. One of them is the "CurrentPosition" and the other one is the "DestinationPosition". The lerp() function will run, if one of them is not equal to the other. The second instance will stop moving ~20-30 pixel before the "DestinationPosition" reached.

    The objects (e.g. platforms) spawn outside of my layout.

    What's the problem here?

    Here is a link to my file: ~link removed

    Thanks for any help.

    ~edit:

    So here is a example: The layout height is 1000 pixel. Platform A move from 1100 to 800 pixel. Platform B move from -100 to 200 pixel.

    So, I think there is a problem with negative start value of platform B?! How can I solve this problem?

  • dop2000: Sorry, that's too inaccurate for me.

    Of course, I could also use individual sprites for every "field" (like this: If player is overlapping + Press Button = Change Sprite Frame to "1"), but I can not handle hundreds of sprites with this solution. Actually, each individual field needs to know if the field next to it has already been digged. It's a bit hard to explain, but I hope you understand I was mine.

  • Hello everybody,

    I was thinking about making a farm system similar to Harvest Moon or Stardew Valley, but I have no idea how to do it well. I think it can be very complex.

    That's not what I want, because it doesn't look nice.

    I imagined it that way...

    This is just a small preview, but it can happen that the field is 100 cells (32x32) tall. How can I implement this system with high performance? Thanks for every suggestion.

  • dop2000:

    Here is my "little" problem:

    ...and that's my events, if player has landed successfully on the platform:

  • Hello,

    I have a player sprite with a physics behavior. The sprite is falling down on a platform with physics behavior. The sprite has also a animation with 1 frame (speed = 0, loop = false). If the player has landed on the platform, he's going to sleep and already is fine. But if I change the animation, add multiple frames and set the speed value to 24 (or whatever)... the player won't go to the "sleeping mode" after he's falling down on the platform. What's the problem?