plauk's Recent Forum Activity

  • At first the example file used in the tutorial works great... that is until I want to scroll around and then the letterbox/pillarbox effect disappears, presumably because it wasn't a real letterbox, just a case of the layout being exactly the right shape and revealing black bars *behind* the rest of the layout. I want the bars to be there no matter what I happen to do with my game... as it stands, this only works well if the layout is exactly the same size as the output window.

    Also, as soon as I want the HUD to scale with the window like everything else... it gets totally lost.

    Darn. I was under the impression that C2 would handle the various requirements of differing aspect ratios better than CC. I have to stand by my original suggestion... it needs to be built into C2 properly.

    Thanks for the help guys.

  • The title says it all, really. Are vector graphics a realistic possibility? Perhaps svg format or something? Would it be a performance killer or are there other reasons why this would not be feasible?

  • Thanks for the suggestion, but maybe I didn't explain myself as well as I thought. I tried to say that I basically want control over the shape of the viewable area, while allowing for browser resizing and fullscreen mode.

    I want it to be letterbox on monitors that aren't as wide as the layout, and pillarbox on monitors that are wider than the layout... and in doing this the viewable area would, of course, need to be centered vertically and horizontally.

    I don't really understand how unbounded scrolling is related to this, and I would prefer to not have to sacrifice this option in order to get it working the way I want... hence the 'suggestion' for it to be built into C2 as a feature.

    In any case, in fiddling with this, I've just realised that I can't get any HUD type object to scale properly when exporting as fullscreen in browser... but I'm far too tired to work it out now.

  • Would it possible to add an option to center the layout vertically and/or horizontally in the window, when exporting as 'fullscreen in browser'?

    ie. If I use a layout with a 16x9 aspect ratio, and export as fullscreen in scale mode that is centered horizontally, and then run the game on a 4x3 monitor in fullscreen... I could quite easily add black bars onto a non-scrolling layer to retain the 16x9 aspect ratio quite well... or just leave out the black bars, allowing fullscreen on any ratio monitor, but with the main area sensibly placed in the center of the screen rather than sitting at the top with a whole lot of extra space underneath.

    Does that make sense?

  • What about the walls?

    Have you tried anything to make sure they are in the right position?

    They are set to snap to a grid of 8x8, if that's what you mean.

  • I don't think there's much that can be done about this, by design the platform works to the nearest pixel only. Because you've zoomed in a long way and C2 supports floating point positions, sometimes you see a very thin gap which is less than a pixel thick.

    This actually causes problems aside from the immediately obvious. For example, I'm attempting to create a player from multiple sprites using either the pin behaviour or "set position to..." where the player can change appearance by adding components to the base "bounding box".

    Unfortunately with this inaccuracy, the components also end up being out of sync with their intended position, which visually is very unappealing, and it seems sometimes the components will actually slip off the edge of a platform, only to teleport back up when the rest of the bounding box decides it was meant to be elsewhere.

    Bearing this in mind, I originally thought I was doing something in the wrong tick, and that the components were just catching up a bit late... but having created this example for the sole purpose of eliminating other causes, it seems my entire idea for a game is bust - because C2 won't be able to handle the concept at all.

    Frustrating. Especially if this wasn't a problem in CC (I haven't confirmed this myself yet).

  • plauk: use lower case characters for the bbcode.

    Wahey! That fixed it. Thanks Kyatric!

    Now to make a better logo that fits in the footer nicely, and shows up on the light background.

  • I think the speed of the platfor behavior is set too high and it doesn't detect solids properly, If you try divide all values in the platform properties by 10, it works normally.

    edit>pixel rounding works for me

    This doesn't work for me. I've now got it set ridiculously low... like moon gravity low... and it still does it.

    edit: Pixel rounding definitely reduces the problem, but doesn't eliminate it entirely. Plus it causes jittery movement, so it's hardly a satisfying work around. :(

  • I've tried adding a link to my signature... unsuccessfully so far. Could someone point me in the right direction?

    It should look like this:

    Oh, look a breakout clone!

    But ends up looking like... (Obviously, that is the cue to look at my signature... if it actually has a link, that means it's been fixed.)

  • Make sure the original 'bottom' layer is transparent. I believe the original layer is not transparent by default, so if you put anything underneath it, it will be obscured.

  • I tried pixel rounding, and the problem persists. Just checked it again to be sure... no luck.

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  • Currently using r68 64-bit, on Windows 7, running game in Chrome. Although this problem was happening on previous releases as far as I know.

    Using nothing but the platform behaviour and solid sprites as a bare bones platform environment seems to result in tiny errors in the collision detection.

    I'm not entirely sure how to best describe it, so here's a screenshot.

    <img src="http://dl.dropbox.com/u/46479820/Construct2/bugs/registration_bug.png" border="0">

    As you can see, the player sprite is inside the floor by a pixel or so, and about a pixel away from the wall, even though it should be touching the wall.

    As the player moves around, it seems to be random as to when it falls into the solids like this. You can jump up and down on the spot, and each time you land it could be either sitting perfectly on top of the solid, or sitting inside it by a pixel or so.

    Does this happen for anyone else?

    capx

    edit: FYI, it happens in Canvas2D and in WebGL, with Point or linear scaling and in crop or scale mode.

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plauk

Member since 24 May, 2011

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