Mike at BrashMonkey's Recent Forum Activity

  • I'm never scaling any layout, only calculating position to place an object on a layer set to zero y Parallax to match an object's position which is on a layer set to parallax 100 (percent).

    The only scaling is being done to everything via "letterbox integer scale". Everything works perfect at 1 to 1 scale for the windows, if I stretch the window or full screen then the object in question teleports off screen.

  • Thanks but sadly it made no difference. It's as though Construct 2 is counting real monitor pixels instead of the enlarged pixels for "canvas" coordinates.

  • EDIT: Problem solved, I was just being sloppy when dealing with a very complex need for camera and scrolling control for a specific level.

    Hi,

    This is so counter-intuitive I think it's a bug. Layer to Canvas is supposed to convert the coordinate of something in the specified layer to what would be the equivalent on-screen position.

    If your entire project is set to "leterbox scale", then clearly everything is designed to scale proportionally so that all on-screen and in layout positions and sizes remain identical no matter how someone changes the size of the window of goes to or from full screen.

    YET, in my project, I used "Layer to Canvas" successfully to carefully control the on-screen position of an object, BUT it only behaves properly when the project is exactly at its default scale (1 to 1-pixel ratio, no scaling whatsoever). As soon as I go full screen or enlarge the window the position of the object is clearly no longer calculating properly.

    Is this a bug or is there any ration reason for "Layer to Canvas" to no longer actually convert "Layer to Canvas" when the screen is enlarged?

    Either way, any idea how I can work around this?

    Do I really need to make a big formula computing what ratio the window is stretched to and add that ration to my "Layer to Canvas" formula?

    Thanks for any help, hints, or ideas.

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  • I would suggest you look into making just one frame for levels, and use actual level loading... which will require some work, and maybe use of a program like Tiled.

    Besides that, just optimize as much as possible, reducing number of images used, size of images, make sure sprites are well compacted into sprite-atlases. Make sure you reduce collision detection as much as possible, and simplify the collision shapes as much as possible.

    aside from that. test frequently on an actual device.

  • Fantastic art. I really look forward to seeing the game in action. Will definitely purchase when its finished.

  • Thanks for reporting the issued, everyone. Edgar will look into them in the near future.

    -Mike at BrashMonkey

    Spriter Pro and All Spriter Art Packs are now on sale at huge discounts on Steam! Plus we just released an awesome new Art Pack for people who want to make classic space ship shmups.

    http://steamcommunity.com/games/332360/announcements/detail/584732402185868872

    Sale only lasts until the 23rd! Grab it fast and please help spread the word!

    Thanks everyone.

  • YES! Leaderboards, Achievements and cloud save would be fantastic!

  • If you need a quick answer you should provide screen shots, screen recordings and an example capx. ATM there's no telling what exactly is going wrong. A link to the example you based it on which is working properly is not much help, as it clearly doesn't have the same issue your altered version does., so we need too see exactly every way you altered it.

  • I know YOU understand what you're talking about, and therefore your illustrations seem obvious to you.. they likely won't be to anyone else. I suggest you provide a screen recording or screen grabs, or a link to the actual capx. Maybe someone else can help without this, but I can't.

  • I think for help you'll really need better illustrations. this is very confusing..I don' think it explains what the problem is as well as you think it does.

    Why not take screen grabs so we can see the actual sprite and what is happening etc?

  • I'd say 99.9 percent of all my professional pixel art years over the last 10 years was done completely via mouse. For high res game and illustration stuff I use Tablet monitor and n o mouse, but for really classic low res, low color pixel art, using a tablet just feels completely out of place for me.

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Mike at BrashMonkey

Member since 16 Oct, 2010

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