cymrix's Recent Forum Activity

  • additionally, it seems the full screen issue is being address in the current update, though no fix yet.

    http://www.scirra.com/construct2/releases/r105?utm_source=Email&utm_medium=LinkToRelease&utm_campaign=ReleaseSubscription-3-10-2012

  • Well, I think I've hit another snag, one that has no work around, though I'd still like to know if there is one for the touch issue.

    My new snag:

    It seems that there is no way to make your page full screen, unless you have that option specifically in your mobile browser, which is kind of an issue for default android browsers as the option is rare if at all available.

    In light of this new snag I'm going to go the route of cocoonJS and see if this is a decent solution.

  • Hello,

    I've not tried to do much with mobile yet, and most of my POC stuff has warranted more power, but recently I have tried to do a simple app (less than 20 sprites, no effects, no movement).

    I ran across an issue though, and I thought I would share to see if anyone has found a way around it. The only other post I found with anything relative was this, and it's been closed for almost a year.

    Note: This only happens with the default android browser. I've tested on Galaxy S2 Skyrocket and Galaxy Tab 10.1

    When using the default browser every touch input seems to lag behind actually doing anything by around 1 second. I have a simple app to where you press one button and a number increases. It's just a simple counter. FPS is around 40, unless I set up a drag/drop sprite (to test only), then it drops to 15 or so, but that's fine as I'm not doing any movement.

    I've installed Firefox, Chrome, and Dolphin browser, and all of them do not have this issue.

    Has anyone figured out why this happens in the default browser and if there is anything that can be done about it?

    I know that the common idea for mobile deployment is to make it a native app, but my goal here is to just use the web as a platform as I've no need for high FPS or any special effects.

    Everything seems great otherwise.

    Thanks for your 2 cents.

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  • This is exactly what I was looking for, thank you!

    Note:

    for layers that have parallax that is positive, be sure to subtract the difference between the layers, not add as above.

    Parallax is less than 100:

    enemy x on layer 1 = enemy.X + ViewportLeft(1) - ViewportLeft(0)

    enemy y on layer 1 = enemy.Y + ViewportTop(1) - ViewportTop(0)

    Parallax is greater than 100:

    enemy x on layer 1 = enemy.X - ViewportLeft(1) - ViewportLeft(0)

    enemy y on layer 1 = enemy.Y - ViewportTop(1) - ViewportTop(0)

  • I've been looking for the same thing. I thought I saw it one time, so in my planning I didn't look again, but I guess it doesn't exist :(

    The polling of current screen width to a global variable that stored the last screen size is working for me accept for when the window is maximized, then it freaks out :(

    of course, it could just be that my brain has shut down for the day and I'm missing something. I'll give it another go tomorrow.

    I would like to say though, that it's kind of silly that an engine that is (currently) purely html5/javascript/web-based doesn't have an "on resize" event. Maybe not enough people care? Though I'd like to know how they manage a full screen HUD (or any HUD) if the window size is smaller than the canvas? Maybe they just keep it in the 800 x 600 range and forget about it? Maybe I'm just missing something?

  • Sorry for deleting the last post, but I thought of something else to check, and it made my post inaccurate.

    Anyways... good news is that what I came across here, makes what I was trying to accomplish a lot easier.

    You can calculate angle of movement and then apply force to adjust for the object it is colliding with. Like if a cue ball hit a bumper you could apply additional force with the angle of movement.

    Here is a pic of my event:

    <img src="https://imo.im/fd/B/k6cPrZ5UIm/Construct%202%20beta%20release%20r99%20%28Administrator%29%20-%20Event%20sheet%201_2012-08-10_11-14-08.png" border="0">

    Here is how I calculated the angle:

    angle(0,0,Sprite6.Physics.VelocityX,Sprite6.Physics.VelocityY)

    I apply force in the direction my object is moving on collision and it gives my object an extra boost.

    At least, I think this is what you are looking for.

    Hope it helps.

  • This is exactly what I was looking for, thank you. I never thought of using velocity like that. Totally makes sense.

  • Yann, Thank you. This is exactly what I needed. Very elegant solution.

  • cymrix: That bug maybe ?

    Yes. This does seem to be the thing that is happening... I was hoping it was something I was doing wrong, cause then I could fix it. Now I'm just a sad panda :(

  • anyone else running into weird control issues? For some reason a key seems to get "stuck", at first I thought it was just me, but I saw another post about it on the zombie game that is in the rotary arcade.

  • I might be wrong, but from all my tests, it seems if you put a string variable between quotation marks it doesn't work. Which might be by design, but I've not seen it this way with anything else that accepts strings (setting text in a text box, etc).

    I do not have a capx to load right now (out the door for christmas eve), but can later if it seems i'm the only one having the problem.

    -cym

    edited post say variable, sry about that, was rushing out the door. using a specific name works fine, it's only if you use a string variable, like "layoutName" vs layoutName.

    "layoutName" - doesn't do anything that I can tell, and doesn't go to any layout.

    layoutName - reloads the current layout

  • Understandable :), there is a lot of text/gibberish, sorry about that.

    I don't think you missed it at all, I appreciate the links. I'll check them out.

    I think I have it mostly figured out, at least for what I wanted to do in the beginning. Seems to make a lot more sense after I dig in and understand how C2 will let me do things vs how I want to do them :D Same end result for the most part I think. I'll adapt :) or die trying ;)

    Thanks again :)

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cymrix

Member since 7 Oct, 2011

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