shotgunanaconda's Recent Forum Activity

  • Thank you, Vinnie, for compiling these feedback points, all of which have been hot topics in the community over the last two months.

    And thank you to Ashley and Scirra for taking a closer look. It’s great to hear that the importance of strong Steam and desktop support has not gone unnoticed.

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    Guys at one point we just have to give Scirra the benefit of the doubt. I'm with the community in general but He's saying that he knows this is a big task, and they will do their best to expand the API. Extending the runway is easy and we got to let this play out for a few months to see if they deliver.

    Currently we are raging without having seen much proof either way.

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    Create a rectangle sprite, when an object is selected, send it's UID to a global value.

    Global value =/= 0, pick the object by UID, set the rectangle sprite position to that object and then resize the height/width and angle.

  • I had 1070 "browser log" actions in the project. Replaced them all with a function call today. Took me several hours even with a fair bit of hacking.

    I have to ask, what are you logging that possibly requires that many events?

  • Appologies, it was my own calculations. For the moveTo the subtraction of the outer window wasn't needed. removing that made it work. A bit weird that it worked in preview but thats probably just a coincidence.

    for reference:

    	window.moveTo(((runtime.globalVars.screenWidth)/2), ((runtime.globalVars.screenHeight)/2));
    

    Thanks all!

  • I didn't know players wanted those settings - I'd have thought a fullscreen experience was more immersive than windowed 🤷

    I polyfilled window.moveTo() and window.resizeTo() for WebView2 as it didn't look too hard (although DPI settings can prove complicated, but I tried to get it right), so that's in for the next beta - hopefully it works OK.

    Thank you Ashley, resize seems to work correctly now.

    window.moveTo on the other hand is quirky. It's moving the window but not placing it correctly. I use this code to place it in the center of the screen

    	window.moveTo((runtime.globalVars.screenWidth-window.outerWidth/2), (runtime.globalVars.screenHeight-window.outerHeight/2));
    

    It's not centering the window, instead placing the top left corner of the window in the center instead (almost as if I wouldnt have the subtraction part). Perhaps this is the DPI issue you mentioned?

  • I didn't know players wanted those settings - I'd have thought a fullscreen experience was more immersive than windowed 🤷

    I polyfilled window.moveTo() and window.resizeTo() for WebView2 as it didn't look too hard (although DPI settings can prove complicated, but I tried to get it right), so that's in for the next beta - hopefully it works OK.

    Big big thank you :)! I will try it when the beta comes out and feedback if needed.

    It might be more relevant for us small resolution devs but fantastic that we can use the lightweight webview2 while keeping these type of settings. Looking forward to seeing where c3 takes WebView in general.

    Have a great weekend!

  • I believe Animate can export in video format and c3 cant.

  • > E.g. player would select scale factor 1, 2, 3, 4 etc and it would resize the window based on that.

    Why not use letterbox integer scale? That essentially does that and supports any window size. So then you shouldn't have to be trying to change the window size.

    The key aspect is that the player should be able to select this in an option screen instead of having to manually adjust the window size by dragging the corners, which doesn't give a professional impression. Especially for selling games on Steam where it's common to get negative reviews for missing these type of settings.

    Attached two screenshots from Celeste and my own previous game for reference (Velocity Noodle).

  • To add on (can't see an edit button?), I realize now in the screenshot in the OP post I do not multiple the scale which is the idea. E.g. player would select scale factor 1, 2, 3, 4 etc and it would resize the window based on that. Alas, issue is the same :)

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  • I think WebView2 doesn't currently support these window positioning methods out of the box. I filed an issue about it a while back.

    Can I ask why you need this though? It seems a weird thing to do. If you're trying to set a specific window size, it should default to the viewport size of your project.

    Thanks for taking a look Ashley, appreciated.

    I dont think it's weird at all, window scale is a very normal option to have for desktop games (i dont do web games). Especially if you do pixelart, your game is made in a much lower resolution and then scaled up. Letting the player then select the window scale in options (or go fullscreen) is seen as hygiene factor for many. Celeste is a good example of this.

    I use this JS method because Construct does not provide a native way to scale the window. Would love if that would change moving forward but until then this is the best way to do it from what I've gathered.

  • Potential bug, I use JS to scale the game window. It works fine in NWjs and the preview, but exporting to WebView2 (which is much leaner than NWjs) seems to nullify the code that changes the window. This is both resizeTo() and moveTo().

    Code in question here:

    I've tried window.resizeTo, replacing the variables to hardcoded and removing any flags etc values but nothing works.

    Also tried a blank project to see but no luck there either.

    It doesn't seem to be all JS, because a simple one like alert() works.

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shotgunanaconda

Member since 23 Oct, 2021

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