sqiddster's Recent Forum Activity

  • retrodude

    yeah, I was just going to reply. I've found a solution, but it only works with 'fullscreen in browser' to 'off'.

    Basically, after setting the canvas size to the desired resolution you set the layout scale to 'newresolution/gameNativeResolution'.

    I have no idea why it only works with 'fullscreen in browser' set to 'off'. Ashley perhaps you could shed some light on the subject?

  • Hey, I just have a couple of questions regarding a Node-Webkit game -

    1. Is it possible to have the game call up a webpage on the user's default browser?

    2. Is it possible to retrieve the current PC's screen resolution?

    Thanks!

  • retrodude yeah, that's part of the solution. The other part is making the game window the same size, regardless of the set resolution. The game's been designed at a 1366x768 resolution, so if I set the canvas size to, say, 1280x720, the game's going to have to adjust.

    I thought using 'set layout scale' would work but it's not really working for me.

    I guess I'll have to build in multi-resolution support for all the menus, HUD, etc.

  • *bump*

  • Perhaps these image will make it a bit clearer:

    <img src="https://dl.dropboxusercontent.com/u/41931267/resExample.png" border="0" />

    The one on the left is the only simple available option ATM, and I'm looking for a way to implement the option on the right.

    <img src="https://dl.dropboxusercontent.com/u/41931267/resExample2.png" border="0" />

    Does this make it clearer?

  • C2 was always a HTML5 game maker with a variety of export options. It makes perfect sense for Scirra to want to cover as many bases as possible, and this means supporting canvas2d to the best of their abilities.

    That said, I agree that more webGL-exclusive features would be nice to see. Not everyone needs to support every platform and canvas2D is very limited as-is.

  • I think the physics behavior works in such a way that you can't really have a perfectly strong connection between 2 or more objects. Even a pin joint (something unimplemented in C2) is slightly elastic.

    It just comes down to the way the engine works, I think.

  • Node-Webkit is Chrome, so they should both be the same.

    Maybe it's a graphics driver issue?

  • keepee not exactly, however I guess it has a similar effect.

    And yes, it's for a non-browser (node-webkit) game.

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  • I just saw this really cool initiative put together by some indie developers over on Twitter:

    Google Docs Spreadsheet

    Basically, it's a list of indie developers who are happy for a newbie to get in touch and ask questions, advice, etc. Obviously it won't be that helpful C2-wise, but in all the other aspects of game dev, I think this could be really helpful.

  • Ashley the difference comes in how many pixels are actually rendered by the GPU. I want the ability to compromise number of pixels (resolution) for game speed.

    For instance, I was trying the game out on a 1080p laptop with integrated graphics and the game ran slowly because apparently the graphics card simply couldn't push that many pixels. In such cases, the player should be able to select a lower resolution, keeping the fullscreen experience but with a slightly lower image quality.

    'Letterbox scale mode' I guess would be called 'auto' resolution because it adjusts to the resolution of the screen.

    appchogie haha, no worries mate. We're all learning and we can all learn things from each other ;)

    However yes, you may have missed that my problem is GPU capability, not screen geometry.

  • *bump*

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sqiddster

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