WRS's Forum Posts

  • I just use 'Auto-fit' and 'Letterbox Scale'. However, for the best fit, there is a lot more discussion in other forum posts (especially with regard to newer iPhone notch and scaling.)

    In terms of permissions, my game did not need any additional permissions, because it was not using services or camera (just single player experience without sign in or leaderboard.) Of course, you need the usual Apple certificates and provisioning profiles to deploy to a phone or Test Flight or the App Store.

    Can you tell me more about Letterbox Scale, what is it? I now have a problem with scaling on all iPhones.

    The forum could not find a topic with them, maybe you have a link?

  • Tell me how to set up your project correctly so that it displays correctly on all iPhones?

    Since iPhones have different resolutions (For example: iPhone 8, iPhone 8Plus, iPhone X, iPhone X Max)

    Then I ran into this problem.

    For example, if I set the option to stretch to full screen, it turns out not to display correctly as in the picture (Attempting to enter the basic resolution (Basic from iPhone X))

    How do you initially need to do the adaptation? In order not only to stretch the picture correctly, but on any display the interface elements were obstructed.

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  • My experience:

    • Using Xcode 10.2.1 on iMac 10.14.4
    • Iphone X with iOS 12+ connected via USB
    • Download xcode project from C3 (cordova with xcode option)
    • Change Xcode Project Setting to 'legacy build'
    • Many warning about deprecations, etc. on loading C3 project into xcode.
    • Add my provisioning to the project
    • Clicked run and C3 app appeared on my iPhone.

    Some caveats - I find that generally, effects don't always work well on iPhone, sometimes perf issues, sometimes issues if you are using parameters in effects that require knowledge of true screen resolution (depending on scaling modes, the retina display can be running at 2X of reported resolutions.)

    Thank you very much I pushed with the problem of dropping the FPS and at the same time the speed of movement of my character drops

    Tell me, how did you solve the problem with different permissions on the iphone? Did you use scaling for any resolution in the project settings?

    For example iphone x - 2436x1125

    iphone 8 - 1334x750

    iPhone8 Plus - 1920-1080

    How did you position the interface so that it was everywhere on the screen?

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  • It says right there that you cannot solve it, it´s a bug by apple that they have to solve.

    On that note, the entire process for apple is so stupid, as far as I care they can shove it somewhere dark.

    Just for fun, here is an iphone emulator running on a virtual mac running on windows.

    ¯\_(ツ)_/¯

    And what if I have a Mac, and Xcode does not work? How can I test the game on all devices?

  • Share your Xcode experience

    Has someone imported a project in Xcode? What are the pitfalls? What you need to know? Before you upload to the appstore using xcode.

    I ran into this emulation problem. How can you solve it? I also have 67 exclamation yellow signs. This is normal? Will it be moderated?

    Also, if someone has experience from A to Z, who preempted this is not an easy way to download the application in the AppStore, share it, I would very much like to listen.

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  • Where did you see "loopindex" in my comment??

    Change all Touch.X with Touch.X("UI")

    Change all Touch.Y with Touch.Y("UI")

    Everywhere, in all formulas!

    Oh yeah! Thank you so much) I still need to study and study with you)

  • Your layers have different parallax. Try replacing Touch.X with Touch.X("UI"), same for Touch.Y

    Here is a demo:

    https://www.dropbox.com/s/7p6fgru06zrzvpj/Thumbstick8Direction2.capx?dl=0

    Thanks now I will try)

    --

    I added (loopindex, "UI")

    Nothing changed(

  • I can not understand, is it a bug in the system or am I doing something wrong?

    Here is the Joystick and it works fine, BUT as soon as I set the behavior for the player (or just for any object) to Watch (Scroll to) the joystick goes crazy.

    I do not understand why, he is not connected with the camera.

    Just add a camera behavior to the player to monitor it and see what happens with the joystick.

    yadi.sk/d/FHDDfsoqcKXdew

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  • Also see examples in this post:

    https://www.construct.net/en/forum/construct-2/how-do-i-18/how-do-i-make-an-enemy-line-of-130966

    Yes, I studied this post as this method, it does not fit, since it works with only one light source, if you add more than one, and my case may be 30 then everything collapses

  • Some experiments I have done recently - dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

    Some references -

    https://www.redblobgames.com/articles/visibility/

    https://ncase.me/sight-and-light/

    Many thanks for the links I will read, very useful information)

  • You can use the new ray cast feature, and the drawing canvas https://drive.google.com/open?id=1INQmMBraaUiCh89bSJqlurLjBZSeEGzW

    And how to make LOS visible with this?

    I tried to transfer the settings from the Trae plugin but it does not work.

  • can't you just use a sprite to overlay the los? seems like simplest solution to me

    Unfortunately not.

    The behavior of LOS can interact with solid objects, that is, if there is a wall in front of it, then it will not see what is behind it.

    If we just use the sprite, in this case it will pass through the wall without noticing it, the effect will not turn out.

    It would be possible to use light with inversion, but unfortunately it works only for 1 light. if many sources the effect is lost.

    It is not clear why they didn’t add to the LOS behavior just a color fill ... (

  • How to make LOS behavior visible

    Who knows how you can make the behavior of LOS visible? Not using Trace plugin as it has a lot of CPU.

    Just need to visualize the radius of visibility LOS.

    Just color a LOS or apply some effect to it?

    I looked at the whole forum but did not find the answer.

    The update expanded the functionality of LOS, but I just could not visualize it.

  • Music or sounds have to be initiated with a user interface. Like click here to start game, or a button that says play music.

    Yes, that's the problem. That when I press the button, the system should stop ALL the music and switch to another layout. So it happens. But when I return to the layout with the level and any music plays.

    And only one particular melody.

    Moreover, it can neither play, it’s just how, since everything starts off at the start of the layout. And everything works on the computer. It does not work on the iPhone. I guess maybe some kind of bug when building.

  • You're aware that Ios restrictions calls for a physical user input before sound can be played?

    No, you can tell more about what you mean?