EpicRaid's Recent Forum Activity

  • Hello,

    I designed my games originally for mobile devices, but want them to be played on desktop as well.

    Thing is, I've got my settings at 'Scale outer' for the export. This is a necessity for mobile.

    Now is it possible to somehow program that when on desktop or not on mobile device, to have the game scale to certain dimensions?

    I only see one way to do it; export two versions. One with Fullscreen in browser to 'Off' and the other to 'Scale outer'.

    So I was wondering if there are other possibilities to prevent having two exports of the game, so they can always be accessed at the same URL.

    Thanks!

  • Another issue, the message is in the forum of C2, it is possible that many users of C3 do not see this and do not participate.

    This.

    And I also use C2 because of C3's yearly fee. I really don't see any good advantages over C2. Except maybe some export options like mentioned, which I don't use any way since I don't make apps.

    You will have to pry my C2 license from my dead cold hands!

  • I often get this error:

    Error 524 Ray ID: 4c8f7ba76c57bdf2 • 2019-04-17 15:39:35 UTC

    A timeout occurred

    Why is this happening? According to the page I get it's on the hosts end.

    Thanks.

  • Ah, with 'pull' you meant 'put'. I put the defect part into a seperate function, and added a Wait 0 seconds before I called that second function.

    Thanks for that tip.

    Hey, why did it not 'work before'? I'd like to know the logic behind it.

    Thanks.

  • Hi!

    You're right. I stripped my working Capx to the basics, here it is:

    mediaconceptfactory.com/test/CarSample.capx

    I checked the variables in the debug editor, and they are changing and increasing, for every part.

    It must be something simple I'm overlooking, although I can't find it.

    Thanks!

  • Heya,

    Thanks, I did that, only now nothing is happening. The car parts don't ever change to frame 0.

    The only thing I changed is to assign the CarPartID individually to CarPartID variable like you said?

    See:

    I don't know why it's not working? Thanks!

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  • OK thanks!

    I'm having trouble with the details though.

    I currently have this:

    Maybe I didn't understand what you meant. The car parts change, but every 5 seconds (when the function is called) it changes the part's animation frame either too late (when already on screen) or it picks a set which part was already changed.

    Thanks again.

  • OK, so here's what I'm trying to achieve.

    The set of car parts are created every 5 seconds.

    Then, I want to pick a random car part of the last set that was just created.

    That part will have an action, like set animation frame to 0.

    Right now nothing is changing on screen like a different car part animation frame.

    I'm quite new to this picking, I could sure use some advice:

    Thanks.

  • Thanks for your reply.

    Looking at your example; I will have to let my brain do over time to incorporate it into my own project. Also, after an extra reality check, I will have to put this project on hold as its scope is beyond what I want my next game to be.

    In any case, thanks for your example, I copied it and saved it for future reference.

  • Hello!

    I'd like to spawn in a random set that has prepositioned blocks. So if this infinite 'runner' game's first set's Y is at a certain height, it will spawn in a new random set at the top. The screen/sets will move downwards.

    Do I make functions or can tilemaps even do something here? I suppose I will have to do some forehand positioning in C2?

    I'm not sure where to start and was wondering what good approaches are.

    Thanks!

  • I might have found a clue.

    My project has these settings: 540, 960. My layout sizes are exactly the same settings.

    Now, I also have Scale outer applied. The 'visible' area in my game is 800 x 1388. That's the total size of the background, I covered the 'outsides' of that area with solid colored sprites matching the background.

    I do this because the objects spawn in under these sprites and move towards the centre of the screen, and I don't want them to be visible 'outside' the background.

    My reason for extending the background width and height is to adapt to different screen sizes (mobile, tablet) and that works fine in combination with Scale outer.

    Of course my browser on desktop doesn't 'see' any viewport since I covered it with sprites. So basically the horizontal viewport 'borders' don't exist. They extend way until the end of the browser window.

    Probably why it does work on mobile devices is because, I made the project so it fits on almost every phone/tablet, and constructed it so that the objects spawn in nicely at the extremes of most possible device screen sizes.

    I think it's working fine, it's just that I will have to adjust the coordinates somehow of left and right viewport based on how much the screen stretches or shrunk the game screen depending on the size of the monitor, and its resolution on desktop.

    So measure a 'fake' viewport only for desktop, probably using the width of the background image, since that will also shrink/increase and its borders are basically what I would want the viewport to be.

    Now this is a theory of course. What do you think?

    Sorry for the long post!

  • Hi, OK, sorry I didn't include the whole code in my previous post:

    Although I don't think it's in this piece of code either.

    I will continue to look. Thanks.

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EpicRaid

Member since 13 Feb, 2015

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