exalted's Recent Forum Activity

  • First of all thank you very much for writing such a detailed explanation on how to add your code. The way you walked me through this made it clear and understandable, I had an easy task to implement your code thanks to your effort and your consideration into this.

    The script worked perfectly and affected my project the way I desired it to affect it. I will share my test results for other people that would like to have same results:

    I tested my game on following desktop resolutions:

    1920x1080 (default resolution of my game)

    1920x1200

    1680x1050

    1600x1024

    1600x900

    1440x900

    1366x768

    1280x1024

    1280x768

    1024x768

    I tested as well in 4k resolution and in HD wide screen resolutions.

    With your code the Window size of the game keeps it's aspect ratio (in any resolution!!!) and at the same time if you set your game in Configuration Settings in the option "Fullscreen in browser" to "Scale outer" you will have a full screen rendered game in any resolution without changing the scale of your game and keeping the aspect of your originally design, whatever your default resolution is. This is an amazing workaround to this problem dealing with resolutions in NW.js exports, that what I was hoping for!!!

    loneDreamer hats off!!! I appreciate your help a lot and wish you the best!!!

    This method ignores as well the "Scale and layout" option of the windows display settings! Many pc users set this option to 125% or 150% in order to have bigger letters on their screen, but unfortunately this affects Construct NW.js exported projects to scale as well and breaks the design of the game. But with your magic code this is not a problem anymore!

  • I am very much stuck I think.. I downloaded Node.js and then exported my construct project with NW.js.

    But after that I feel helpless because I am a noob with these software Node.js.

    I open the Node.js and all I have is a black command screen.

    I don't know how to use it with my NW.js export and where to find index.html in order to use your code.

    It is such a shame that NW.js does not allow us to change the resolution in-game and I think that this is a feature that any game engine should have. I am making a game with resolution 1920x1080 and trying to give opportunity for example 1366x768 resolutions to play my game. This is essential and if someone wants to publish a game on Steam (like me for example) it becomes a frustration.

    So I started searching for solutions, I think maybe this is possible by using "windowed fullscreen" because regarding my tests I get these resolution change results if I resize my game in a window. So maybe this is a workaround if we can have this result in a borderless windowed fullscreen.

    Ashley should as well come-in this topic and explain us how we can publish on Steam without having this essential option to change the resolution for desktop users like any game engine does.

    Thank you for replying loneDreamer and I would like to ask you if you can explain me how to add your code like you would explain it to a 10 years old. I am not familiar with software like Node.js and need help with this.

  • Are you trying to set your game into windowed fullscreen? If yes, this is something that I want to achieve as well. The code you shared here, where exactly do you add it? You add it after the export or before?? and where?

  • Bumping..

  • I am convinced now that this is a C2 bug, therefore I started a new thread on the bugs section here:

  • Problem Description

    This thread is in continuation of my recent post viewtopic.php?f=146&t=168777&p=1016256#p1016256 posted in General Construct 2 section. I decided to post it here on the bugs section because now I believe that it is a C2 issue.

    I am developing an endless jumper and I need to implement Tilt controls (like in Doodle Jump) in order to move the player left or right.

    I realized that the best method to do this, is by using “acceleration X with gravity”. The result was great and it worked fine with my mobile and with some other mobiles as well.

    However the feedback from other mobile users was not so great. The acceleration X was always at 0 (zero) for them and the player did not move at all. I told all of my testers to try Doodle Jump, so I can check if it is a problem of their device and their feedback was that Doodle Jump tilt works fine on their device.

    Right now the devices I can confirm about X Acceleration (with gravity) are:

    Working: Motorola Moto G 3rd Gen, Motorola Moto G 1st Gen, Alcatel C7 Pop

    Not Working: Motorola Moto E 1st Gen, THL T6 Pro

    About the Gamma Orientation I have found this link: http://www.sizzle-games.com/Tilt/ which is a Construct 2 example with Gamma Orientation. Now it is clear that the problem is from Construct 2 regarding the Gamma Orientation. If you watch the Gamma values and try to lift up your mobile facing you (in 90 degrees) like a desktop monitor, then the values are unpredictable. The result was the same in every apk that I have tested and in every device.

    Thank you in advance.

    Attach a Capx

    Not needed, you can reproduce it with the original C2 Infinite jumper Template as well.

    Description of Capx

    -

    Steps to Reproduce Bug

    Just try it

    Observed Result

    • Gamma Orientation give unpredictable values if the device is faced on 90 degrees.
    • Acceleration X (with gravity) is not working on all mobile devices

    Expected Result

    • Gamma Orientation should give the right values if faced on 90 degrees.
    • Acceleration X should work on all devices with accelerometer.

    Affected Browsers

    -

    Operating System and Service Pack

    Windows 7 Ultimate (64-bit), Service Pack 1

    Construct 2 Version ID

    Release 221(64bit)

  • Right now the devices I can confirm about X Acceleration (with gravity) are:

    Working: Motorola Moto G 3rd Gen, Motorola Moto G 1st Gen, Alcatel C7 Pop

    Not Working: Motorola Moto E 1st Gen, THL T6 Pro

    I have found this link: http://www.sizzle-games.com/Tilt/ which is a Construct 2 example with Gamma Orientation. Now it is clear that the problem is from Construct 2 regarding the Gamma Orientation. If you watch the Gamma values and try to lift up your mobile facing you (in 90 degrees) like a desktop monitor, then the values are unpredictable.

  • The Construct 2 Template of Infinite Jumper uses "Gamma Orientation" for the Tilt controls. It was the first thing that I tried, but it seems that the Gamma orientation is buggy. If you use Gamma and try to lift up your mobile facing you (in 90 degrees) like a desktop monitor, then it doesn't work as intended and the player is moving unpredictably.

    Therefore i searched some dev forums and realized that most of the developers are using X Acceleration (with gravity). And it worked like a charm but not on all devices I have tested. The think is, that if it works then it works perfect or it doesn't work at all.

    It is weird though that the devices that it didn't work have an accelerometer, and according to their owners, their mobile works perfect in any other accelerometer requesting application. My guess is that it is a C2 issue but I am not quite sure, so I posted this on the cocoon.io forum as well.

    I hope that somebody has a solution to this because I really need this.

    Thanks

  • I am developing an endless jumper and I need to implement Tilt controls (like in Doodle Jump) in order to move the player left or right.

    I realized that the best method to do this, is by using “acceleration X with gravity”. The result was great and it worked fine with my mobile and with some other mobiles as well.

    However the feedback from other mobile users was not so great. The acceleration X was always at 0 (zero) for them and the player did not move at all. I told all of my testers to try Doodle Jump, so I can check if it is a problem of their device and their feedback from 7 out of 7 users (with different mobiles) was that Doodle Jump tilt works fine on their device.

    I am using Cocoon.io for compiling my game and because I can not really tell if it is a Construct 2 issue or a Cocoon.io issue, this post will be double-posted on both forums.

    Thank you in advance.

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  • Great job!!!

    I played your demo and I find it pretty amazing!

    One question though, why does it shuffle all the candies so often? and what triggers this shuffle?

  • Hi Andreas,

    thank you for your reply

    I wish you and everyone here a happy new year!

    I have tested the apk over the store in ALPHA closed, ALPHA open, BETA closed and BETA open and my testers are still getting this message "Error - Authentication is required. You need to sign into your Google Account" when they try to make an in-app purchase.

    Before i sent you my first message i had tried it on ALPHA closed and after your reply i had the hope that it will work on BETA, but it doesn't work. I have tried almost everything and this situation is driving me crazy. I have tried it also with adding the phonegap plugin through IntelXDK and without adding it. But still the same message over and over again.

    Probably i am missing something and i have no idea what it is. But the Store Listing and Items Fetch is successful and i get the debug messages exactly as you are doing it in your template. Can you suggest anything else i should try to get it working?

  • Hi Andreas,

    I have bought 3 templates from you (Admob + IAP, IAP Store Base and Slide In Menus).

    You did really an amazing job with those templates and they deserved every single euro I gave to buy them, they really helped me very much.

    I managed to make the ads work on the ALPHA release of my game.

    However i can not get my in-app purchases to work in my ALPHA release on google play. I followed your tutorial and studied carefully your CapX but it doesn't work for me.

    The Store Listing and Items Fetch is successful, but when my testing accounts try to make an in-app purchase, we are getting the following message "Error - Authentication is required. You need to sign into your Google Account". I have tried a lot of things to solve this but nothing works.

    What can I do to solve this and why are we getting this error message?

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exalted

Member since 10 Sep, 2015

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