Thunder's Recent Forum Activity

  • <img src="http://i49.tinypic.com/29wmi4i.jpg" border="0" />

  • R87 doesn't produce an error message, it just deletes all objects from the canvas when it's only suppose to delete one object. Pretty serious bug if you ask me. I simply tried to build the exact same project on an older version of construct to see if the bug was a new one before submitting the bug report to make your life easier. An older version of construct simply locks up and reports the error mentioned.

  • Not for sure what to say about this one.

    Construct 2 r87 beta

    Firefox 12

    This same project built in an older version of Construct 2 returns the following error.

    Error: a is nullSource File: localhost/Physics_behavior.jsLine: 224

    Looks like it has something to do with the Box2dWeb physics.

    familybug.capx

  • I'm also having a similar problem and was just searching the forums for a solution. Here's what I'm seeing.

    tiled_background_glitch.capx

  • Thanks a bunch!

  • I hope this works on your end. This is the whole reason I thought I was having problems with full screen. Without the extra parameter behind the Touch.Y the controls were off. With it, the program locks. I just didn't realize what was happening at first.

    The fps counter is just in there to show that the preview stops responding if the screen is clicked or touched.

    Construct 2 r84

    Firefox 11.0

    -and/or-

    Mobile Safari 5.1

    touchbug.capx

    Firefox reports the following error

    Error: layer.canvasToLayerY is not a function

    Source File: localhost/Touch_plugin.js

    Line: 462

  • Touch.X with a parameter behind it works. Touch.Y with a parameter behind it locks up the preview or export at run time.

    Works

    Touch.X(0)

    • or this-

    Touch.X("Layer 0")

    Locks

    Touch.Y(0)

    • or this-

    Touch.Y("Layer 0")

    e.g.

    every tick : set text to fps & newline & Touch.Y(0)

    Run it & click the screen...

  • Ashley

    I had tried it awhile back and didn't get it working. I actually thought that the LayoutScale would be used by default. But since you mentioned it I ran some more tests to see what was going on.

    Locks up the preview in both Windows and on iPad

    Touch.Y(1)

    -or this-

    Touch.Y("Main") ---> Main is the name of Layer 1 in the example

    • - -

    Works correctly in Windows

    Mouse.Y(1)

    -or this-

    Mouse.Y("Main") ---> Main is the name of Layer 1 in the example

    • - -

    Edit:

    I wasn't for sure if you had seen this updated post or not so I submitted a bug report.

    http://www.scirra.com/forum/touchy0_topic51222.html

  • Thanks for the info gammabeam

    Ashley

    I'm still running into the same problem with scale. Maybe this will explain.

    FullScreenTest.capx

  • Ashley

    For your games, basically you need to make sure you draw backgrounds a little wider (or taller, depending on orientation) than the window size, to ensure no gaps ever appear.

    So I guess using this method you should make your backgrounds no smaller than 4096 x 2160 if you plan on running it full screen on a PC as well to cover every possible resolution? The Radeon HD 7970 currently has a max resolution of 4096 x 2160.

    I had been using a method to stretch the canvas size with html to fill the screen but there were certain issues with it. Since then I've been using one of the full screen options to scale the game and then a few conditions to fill the screen to eliminate the black bars without changing my graphics. Same approach as a TV uses to eliminate the black bars.

  • thanks

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Thunder

Member since 17 Oct, 2011

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