RhapsodyInGeek's Recent Forum Activity

  • Hmm... I've changed the "Set window size" action to "Set Window client size". It still has the same effect on my computer. I'm hoping it'll fix the issue on yours. Could you try redownloading the cap and seeing how it fairs?

  • Got a screenshot? Also, what's your resolution? I don't get any distortion at all, but my monitor is a 16:10 monitor, which is what the system defaults to.

    It's set up so that it can use 4:3, 16:9 and 16:10 aspect ratios, and will try to auto-detect what your screen is set to on start. If your monitor isn't at one of those aspect ratios it will default to 16:10, with a resolution of 360x225, pretty much because that's my default ratio, but you can easily change it to whatever and also add in more conditions to auto-detect other ratios. I only put in support for what seem to be the 3 most common ratios, so that might be one cause for your distortion. Of course it could be something else entirely, but I'm not much of a tech guru so it could just as easily be graphics card related.

    But yeah, a screenshot and resolution settings might help work out your kink.

  • Hm... well, that's a more general tutorial request. I'd rather keep this thread about specific aspects of this ARPG engine rather than make it a general how-to.

    You would be better off asking for help here in the proper forum, anyway:

    http://www.scirra.com/forum/help-support-using-construct-classic_forum26.html

  • Depends on what you need help with. I'm not about to join any teams to make games, but if you've got a couple questions on how I did some things feel free to ask and I'll try to answer as best I can.

  • Here's what I'd do:

    Always Set Score X = DisplayWidth - Digits.Width - Score.Width

    or

    Always Set Score X = Digits.X - Score.Width

    You'll have to do some tweaking to make it look nice of course, and not clumped up or cut off. I don't know if the origin on Text objects is on the far left of the textbox or if it's centered. If it's centered, use the first one. If not, the second one should work fine.

  • Well you can set the window to always be on top, so popups like messengers shouldn't be an issue. Theoretically of course. Haven't tested it myself, but I also only have the window be set on top once.

    Also, the distortion should be accounted for in my example because it uses a combination of window resizing and display resolution resizing. In my example I just use the 3 common ones of 4:3, 16:9 and 16:10. If you want to support all resolutions imaginable, well... good luck! <img src="smileys/smiley17.gif" border="0" align="middle" /> But yea, the methods I use can work for any aspect ratio, you just need to put a check for that specific aspect ratio if you want the resolution a specific size.

  • In order to get a good 4-direction angling going for my RPG, I've used "Compare round(Player.Angle / 90) * 90" and check it to see if it's equal to 0, 90, 180, or 270. Then I set the animation accordingly.

    Player is moving

    System: Compare round(Player.Angle / 90) * 90 = 90

    ----> Set Player Animation to Walk South

  • I just put up an example on how to do an easy to set up retro style fullscreen in the Tutorials forum.

    http://www.scirra.com/forum/topic47220_post295684.html#295684

    Hope it helps you out!

  • So a lot of people ask how to pull off a sweet retro style fullscreen effect. There are other methods but they seem to involve using zoom, which bugs out scroll rates quite a bit. Quite frustrating.

    I developed my own fullscreen system with support for multiple aspect ratios that doesn't involve zooming, so it works great with scroll rates and things, especially useful for HUDs and the like.

    The example cap file:

    https://dl.dropbox.com/u/20459682/Full%20Screen%20Tutorial.cap

    It's a very stripped down version of the system I use in my Action RPG, but you can use it as a starting point for your own screen systems. What this shows is how to automatically detect the resolution and decide on a resolution based on it, and then setting the window size to emulate fullscreen. It's not true fullscreen, but the user won't notice it and Construct doesn't hate it like it hates real fullscreen.

    Anyway, yea, hope this helps all of you! <img src="smileys/smiley4.gif" border="0" align="middle">

  • Actually, I've developed a method that works wonders without using zoom and supporting 3 different aspect ratios (4:3, 16:9, 16:10).

    I'll see if I can come up with an example, but it IS a bit complicated. However, I've not had any problems with it at all.

    If you don't feel like waiting for me to come up with an example you can see how I accomplished it by checking the cap file for my RPG game here:

    http://www.scirra.com/forum/action-rpg-demo_topic45431.html

    It should be under the "MainMenu" event sheet, in its own group called "Window and Aspect Ratio Settings". You'll need a SysInfo object and a Window object to use my method. You'll also want to check the "start of layout" actions below the "Array Initialize" group, as those use an automatic detection of the screen size to come up with a default aspect ratio. I also have the Project Settings set to have Menu, Caption, Resizing, Minimize, Maximize, and Fullscreen all disabled.

    It's probably a bit more complicated than it needs to be, but it works great for me. I have no issues with scroll rates and only have to compensate for having additional aspect ratios.

  • I love you Mipey.

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  • That's a very wiiiiiide game.

    39 views and no answer isn't really something to comment on. Those people that looked at the post may have been looking to see if you had the same problem as them and hoping for an answer too. Or it could be that the people trying to figure out your issue just haven't solved it yet. Patience is a pretty sweet thing to practice. Almost all problems on this forum get answered before too long, just gotta wait sometimes while folks brainstorm.

    As for your problem... unfortunately, screen size isn't something that's easily patched in if you've got things like statically positioned HUD elements to contend with. In all likelihood you will in fact have to go back and edit all the positions. Some things to also consider are what you want in your resolution changes. Do you want only one aspect ratio and have the "gaps" to be covered up so you only see your ratio? Or do you want the player's viewport to expand or decrease depending on their screen resolution? Are you planning on adding zooming or other camera tricks? I'm sure the other more experienced Construct guys could think of more scenarios, but the first thing you'd need to know is what you even want.

    Your resolution is really bizarre. Is there a purpose behind it?

    Also, when seeking help, it's recommended that you also leave a link to your game's cap file, preferably a Dropbox link. That will help with solving any issues or making any suggestions immensely, since all we really have to go on is you say your game screen is 1680x105 and that you'd rather not have to recalculate object positions. So post a link to your cap, and maybe I can see if my method for resolutions would help you out.

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RhapsodyInGeek

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