sqiddster's Recent Forum Activity

  • Hey all,

    Recently Scirra added a new feature where the game can render to a smaller canvas, then scale up to fit the screen. This is helpful in instances where a computer has a big screen but a weaker graphics card - some of them have trouble drawing the whole window.

    However, just by itself this feature is limited as you are basically stuck between two resolutions: native screen resolution, or the game's native resolution (i.e. the window size). I'd love to support a range of resolutions, and I'm fine if they are all using the same aspect ratio. How can I go about this? I assumed that something like using 'set canvas size' along with 'set layout scale' to scale out a certain amount, but that doesn't seem to work for me.

    Any tips?

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  • This seems like a really weird request, and I've never seen any game that works like this. I don't know if the windows architecture even supports dual focus...

  • The way I did it was not having circles at all - I just used lots of rectangles to make big circles, and small circles were made with a few 'pizza slices' arranged in a circle. Does that make sense?

  • That's a great idea. I'll think about pulling some of my examples from the forums and sticking them there.

  • I won't talk about the collaboration issue as I haven't been in a situation where I have needed to collaborate with anyone in C2, so I really don't have much experience with such matters.

    However, I disagree with you on some counts regarding the proposed handling of the asset store.

    Firstly, 2D art is much different to 3D art. I'm sure many serious 3D games use purchased stock models, however I've never heard of a serious 2D game that uses stock art. I suppose this is mainly because 2D art styles are extremely differentiated and recognizeable, and while 3D art can share these qualities in many cases, it's often more homogenous.

    The other main asset store component is plugins, scripts and code snippets. I agree that these are important to many C2 games, however the community here has an extremely generous spirit and ATM gives all this stuff away for free. It would be difficult to start charging for code snippets when there's already such a rich base of code available for free.

    You also mention that there are very few high profle games being made with C2. Ignoring the fact that C2 is primarily intended for beginners, I think this is more a factor of the tool's age than it's quality. Unity is so ething like 7 years old now so a comparison in that respect is hardly fair.

    Just my 2c ;)

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  • Yes, in a general case, (angle + 360)%360 is nice to quickly convert angles to positive.

  • Yeah, but that's a bit fiddly because the function would only work for one specific array or a family of arrays. The other way to do it would be to use the .asJSON as the function parameter.

  • You could always write a function for this... although it would be a bit fiddly since functions can't take arrays as parameters.

  • In my opinion, using Construct 2 is coding, just doing it in a different way. You will learn many coding concepts etc but without the hassles of syntax errors, memorizing syntax, etc

  • I'd perhaps change the rules slightly - you mentioned that the game should be played by only one player. In such cases, most of the dev time would go towards creating a fair AI for the other player, but AI fairness is rather hard to measure.

    It would probably be better if the Pong game was made for 2 players.

  • Good question - I'm not sure if it represents VRAM, RAM, or both. I think it's just VRAM.

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sqiddster

Member since 5 Sep, 2011

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