Joannesalfa's Recent Forum Activity

  • shinkan Kyatric rogueNoodle

    Don't forget about low resolution may take advantages all of them render the game and let the GPU doing the process. It helps boosting the FPS and save memory in most cases.

  • Excal I didn't share a .capx at moment, im convincing Ashley could add new option to fullscreen could solve our problems, otherwise if he refuses the idea, i will upload a .capx it might require a lot of work if you integrate your game.

  • I'm afraid I also don't understand why you want to display your game this way. If you set up your game right, it will show everything at a 16:9 ratio and crop off the sides at 4:3. It looks far, far better this way than stretching the canvas out of proportion and it works on all aspect ratios, even if it takes some extra work to set it up. Why don't you want you use this method?

    Also, console game makers have to deal with different aspect ratios too. They don't just render at one resolution for all TVs. In fact, I'm pretty sure console manufacturers wouldn't even allow it if someone tried. The ps3 for example has a setting in the video options to select 4:3 or 16:9, and devs have to make the game's HUD and such work with both, as it's very unprofessional looking to stretch the image like that, which is why they don't do it and render at a different resolution instead (also, the resolutions console games render for widescreen content at is actually generally something more like 1024x720/1152x720 from what I've read. Regardless of what they use, they still keep the image proportional).

    If you really don't want to deal with it at all, you can do what final fantasy dimensions and such do, having it in full screen letterbox mode and having black or colored bars at the top and bottom of the screen, since people are often used to that from movies (even 16:9 screens have black bars often because movie content often uses a wider aspect ratio than 16:9).

    Arima Look, I was experiencing this for 2 months, so you have to trust me with sincerity. I'm going to respond, so do not take it as offense.

    We know that everything you say is an excuse to not have interest about it because you do not know how to solve the problem of others, this is your personal opinion against the client's needs, we do what they want and expect to see the results as things go, if you say, is very unprofessional for this style I'm afraid you are wrong. This is game design and sometimes we just limited. You didn't mentioned on resolutions for phones. No need to be presumptuous to say so even if you published a game with multi-resolutions, I see you have no experience in that.

    What you say about can not render a resolution for TV is true, but is different because HTML5 would not need to manipulate to change video resolutions from operating system you are using current resolution, it should work at any resolution.

    There is a demo Fullscreen example does not show the true fullscreen it still has black spaces, is a hindrance to the experience. Not a movie work, is a work of video game. Because videos can not be drawn via programming. Someone teach me to full screen without black spaces and the sprites must be shown outside the exact layout of window design.

    Let me show you an example you said stretching is not very professional, they look at that and judge for you. There is no perfection.

    http://i.imgur.com/6dLtua3.jpg

    (This image is very big...)

    I'm saying that Scale can be useful for other game design, but also we need a more option.

    Many developers we still need the option as stretching the screen to fit, that has the issue we're seeing of stretched images. It is normal if we have assets of 1024 x 768 to 1024 x 600 platform, using stretching so it would look fine without problems.

    From a high-level perspective, depending on which is more important, maintaining a consistent aspect ratio, or ensuring that no one to see more than someone else just because doing lot wider screen or workshop.

    Three important options are: letterbox, cropping and stretching.

    Devices can choose on whatever resolution they feel like. Creating Project with each different to specificed platforms would be big waste of time, we might Consider having a stretchable or tileable graphic for the background (very huge! CocoonJS does not support extreme huge sprite, however it might use power of two tile could work), and maintain the same effective (scaled) playing area.

    I'm going to ask you to support the idea to solve the problem of others and demonstrates C2 is useful after all, on the contrary would be useless and despised!

    Don't forget about low resolution may take advantages all of them render the game and let the GPU doing the process. It helps boosting the FPS and save memory in most cases.

  • lol no idea, honestly i don't really who is tshirtbooth

  • We have a list of fullscreen options:

    -Off

    -Scale (keep proportional and show outside of layout, is going to add some empty space on the right if the window is too large or at the bottom if the window is too high. It probably needs a new resonable name, maybe Proportional Scale or Scale with Ratio)

    -Letterbox Scale

    -Letterbox Scale Integer

    -Stretch (New) according this thread

    In that case, the assets and level logics have been set with a 800x480 resolution in mind. If we like to fill a complete 1080p screen or a 1366x768 tablet... I need to build higher resolution assets to match these resolutions it would waste the time.

    Otherwise, I can use a scaling operation which can cover the screen to enjoy the gaming experience.

    The game is still playable.

    Most of the modern console games are not developed in 720p or 1080p. Almost all of them render the game in lower resolutions like 1024 x 768 and let the GPU doing the process. It helps boosting the FPS and save memory in most cases.

  • Hi all guys,

    This solution only works for background image, not sprites inside of canvas because it keeps proportional, otherwise it will break game if you use position or size in the events.

    There no way to modify C2 engine using runtime, i don?t think javascript SDK would work because C2 keeps updating proportional window that we cannot make it true fullscreen.

    Please convince Ashley to add extra option to support true fullscreen

    http://www.scirra.com/FORUM/topic66505.html

  • Ashley

    To save a lot of time, if we target to mobile device with 800 x 480 resolution once time, but 960 x 640 and others are hidrances to mess the current window which uses 800 x 480 may appear white spaces outside of layout using scale fullscreen, isn�t working very well, seriously Ashley needs to understand this issue to support dynamic canvas window as width 100% and height 100% without ratio control, it doesn't matter it looks ugly because Ashley doesn�t even know what it fixes the problem

  • Ashley im keeping this thread alive because i was waiting your decision to add new option for fullscreen, i've made 3 threads were unresolved.

  • every official behaviors are already using dt

  • realistic vectors can take a lot of CPU, otherwise use high resolution PNG fixes the problem

    click anywhere zoom in and out

    http://flamma-beta.com/HTML5/zoompng/

    left blue is standard resolution

    right blue is high resolution 8 bits

    Pink one looks better, high resolution 16 bits

  • Why would you want to stretch the game like that?? It looks horrible!

    Ashley for some reason, take a look, i used disproportional method for background image, this sketchy game uses 640 x 480 is supposed to be landscape orientation for 960 x 640 ipod and 1024 x 768 android tablet, it made the real fullscreen, don't mind to vertical orientation.

    A lot of developers are interesed to this solution, we wouldn't see empty spaces out of canvas window.

    http://flamma-beta.com/multires/MAQ00023.MP4

    I'm begging you to add disproportional stretch fullscreen option for C2 engine, i made 3 threads about fullscreen issue, please!

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  • fassFlash I speak spanish and im learning english, a lot of users who don't speak enlgish are learning english too. Would you learn your second language?

    If your native language is english and you are tired of people who don't speak english, you are not racist, but you get mad if you see a lot of people "excuse my english" because this forum is supposed to use english only. There no reason to offend them because of the rules of this forum.

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Joannesalfa

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