FredQ's Recent Forum Activity

  • Just curious if there's been any development with this? Does anybody know?

  • I voted Other. An Inherent Layer would be great!

  • I hadn't seen this. Thanks for the bump.

    It sounds like exactly what I need. Will download. Thanks.

  • on start of layout I create some helper global variables (like X position of left and right screen edges, Y position of top and bottom edges) and reposition + scale all objects according to them manually on creation or start of layout, depending when they are created.

    Sorry to bring this up again but as the ball is rolling here I thought it best to keep it all within the one topic.

    Is there anyway you could elaborate a bit more on what you had said here? Possibly update the capx example already created if you get a minute? It really would be a great help.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thank you!

    Definitely a step in the direction with that example. I've managed to apply this to my game and get the background to stretch to fit multiple screen sizes.

    Very much appreciated nemo

    Is it possible to resize/reposition the the objects to keep them in proportion with the background so the game basically looks the same on all devices. At the minute the background will stretch which is great, but on a large screen it leaves the objects looking offset to their preferred original position.

    For anyone interested, I had to run it through phonegap for me to check that it resulted in what I needed, so here's the apk of nemos example if anyone cares to check if it fits their screensize, out of curiosity.

    http://dl.dropbox.com/u/44025915/C2-UniversalScreenTest.apk

  • Yep, just exported with the latest update now so not sure about the tiling appearance.

    I can confirm scaling is 100% definitely on.

    What exactly do you mean about the background image being big enough? It fits my layout perfectly in C2. I thought scaling just stretched the images to fit?

    Are you saying my background should be bigger than the layout to accommodate the multiple resolutions? If that's the case then it won't look the same from device to device with the hills and the sun etc.

    My apologies if I'm completely missing something here lol.

  • Ye tried that too, it looks even worse lol

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-03-20_1817.png" border="0" />

    Can anyone throw together a very basic capx of a project that is setup to support multiple screen sizes on mobile devices so I can compare and see what I'm missing because by the sounds of things there are a couple key events that others are including to aid in the positioning of things that seem to fix it.

  • I've just checked and can confirm, it's set to top-left for the origin so it's not that <img src="smileys/smiley13.gif" border="0" align="middle" />

  • Ashley, ye here's a quick summary of the issue:

    My game is set to 800,480... When on Fullscreen (scale) mode, it still ends up looking like this.

    Here are the screenshots:

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0051.png" border="0" />

    <img src="http://dl.dropbox.com/u/44025915/screenshot_2012-02-28_0054_1.png" border="0" />

    So to me, it doesn't appear to have been scaled. I know that I could implement fixes such as a top layer to act as a boarder, or create the game to extend slightly over the layout size to close the gap/cover the black space. But, these are fixes and not solutions. I was just wondering where I'm going wrong.

    As I said earlier everyone I've spoken to has had to implement other events, code changes to the html etc to get it working on multiple screen sizes. I've not seen one person say that they have managed to make an app compatible with multiple screen sizes by just following that tutorial.

    So I'm open to all ideas and offers of help but can assure you I have read all the approriate tutorials lol <img src="smileys/smiley1.gif" border="0" align="middle" />

  • http://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

    Can you confirm you've made an Android app that supports multiple screen sizes using the above method alone?

    I've read all the guides and tutorials. As mentioned in the topic I've linked to, and going by the responses given in that topic, its not as straight forward as that.

    Thanks for the other responses though, will give a few of the techniques a whirl.

    *edit*

    Also, just to clarify, I'm not talking loading it through a mobile browser. I've been using phonegap and/or appmobi

  • You don't use a resolution. The fullscreen options, recommended when making a phone game, support any resoutions. Your job is making your game so that it fits itself to fit any screen size.

    This is definitely easier said than done. Of the people I have spoken to who have actually managed to achieve this, it requires more than simply setting the project to fullscreen scale/crop etc.

  • As far as I'm aware there is still no simple answer to this. It's something I've been looking for for over a month now. Here's a link to my latest attempt to find out lol. See if this helps:

    http://www.scirra.com/forum/mobile-issues-scaling-and-sound_topic49609.html

FredQ's avatar

FredQ

Member since 3 Oct, 2011

None one is following FredQ yet!

Trophy Case

  • 13-Year Club
  • Email Verified

Progress

14/44
How to earn trophies