tarek2's Recent Forum Activity

  • Thanks DiegoM

    You're right I just copied it from the first page didn't think it could malformed ))

    I just tested and is working now if I put the JSON file inside the folder where the frames are

    At the moment "sort" and "order" only work as expected if the configuration file is in the same folder as the files it is meant to affect. A fix for that will be on the next beta.

    Hopefully the next beta will be more useful than this one.

    Thank you

  • Progress for one of the Games that we are working on:

    Loading Gorilla Level

    It was supposed to be a one month game for last Christmas and we are still here working on it ))

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    Note:

    You need to watch it on the Pc because for some reason if you watched on mobile it losses quality

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  • Awesome!

    Thanks so much for adding the Sorting order DiegoM

    I just have some issue as it's not working for me, I tested all the 3 options:

    "sort" can be either "alphabetical", "numerical" or "no-sort".

    But none of them worked as they all do the same sorting

    Do you have any idea what could be wrong?

    Here are the files:

    https://www.dropbox.com/s/3je3gi9k4i3fazw/no-sort.zip?dl=0

    https://www.dropbox.com/s/1j33m5btzjg8i1m/numerical.zip?dl=0

    https://www.dropbox.com/s/s25xan8tcoe1oby/alphabetical.zip?dl=0

  • Thanks GameSoul for updating the plugins really helpfully ))

  • I believe array object is essentially a Javascript array, so you can estimate its memory usage:

    https://www.mattzeunert.com/2016/07/24/javascript-array-object-sizes.html

    > This way at least we can show the loading progress for feedback instead of nothing.

    I actually stopped using loadingprogress expression, as it often doesn't refresh. Instead I'm showing a fake progress counter, something like this:

    > Every random(1,2) seconds
    Progress set to min(100, progress+choose(0,1,2,3))
    Text set text "Loading ..." & Progress & "%"
    

    Thanks a lot dop2000 I will have a look at it, hopefully with that will be able to estimate the size

    Instead I'm showing a fake progress counter, something like this:

    Hoh yeah that's exactly what I did, I faked the loading and added some timers etc... not bad for a workaround

    Thanks again ))

  • I don't think you can. It would be off for the whole project and then you request full screen on leaving the logo layout via the browser object. I also don't think you can go without an l full screen mode for mobile exports so that's not really a solution anyway.

    You can try filing a bug report - logo images not behaving as expected on splash screen. If you follow the guidelines, it's probably the fastest most straightforward way to get a response from the devs. Even if it isn't a bug or something they can't change, at least they tell you why and might offer an alternate solution.

    I see

    Yeah I think that's the only possible solution to fill up a bug so at least they can an accurate what's going on, I didn't do it as I thought to save them time to go through the bug report by maybe posting a solution here though maybe I would do that at the end or just disable for completely and leave the black screen at the splash screen for now.

    Anyway, thanks for the help really appreciate it ))

  • I think the scale rate only affects the system set scale actions, not the scaling from fullscreen scaling mode. So I was thinking just turn fullscreen scaling off completely for the logo page, but then I don't think that works at all on mobile.

    Hoh, I think you are right, I might misunderstood the manual as I thought all the scales are included but yeah it looks like only affects the system Scale.

    Thanks, good catch

    turn fullscreen scaling off completely for the logo page

    I don't think we can do that independently in one layout is in it? It's more like you turn that setting for the whole project or On but I never saw that setting individually per layout but I haven't used C3 much so maybe I missed it.

  • Isn't that still weird though since the manual entry for storyboard splash icons indicates that the image would be cropped and centered, not scaled? So the image shouldn't change sizes, even if the viewport size/resolution changes. At most it would be shifted a bit.

    Or perhaps it is the "fake" splash screen image that shouldn't be scaled. Have you tried that and see if it matches?

    Exactly that's whats I thought and I've been trying to do that but doesn't matter what I do they never match.

    I tried also to not scale the Logo PNG on the layout by setting it to ( 0% Scale rate for the layer where the logo is placed) but nothing helps despite that the two PNGs are the exact same size.

    They must use different Calculations for setting the Splash Screen size because by logyc if we use the same picture PNG on both sides without scaling then it should match but maybe as fredriksthlm mentioned is that when the splash screen shows up the status bar is still active at the top so the Screen size its smaller and that may be the one causing the different sizes for the splash screen I guess but honestly, I have no clue what's happening. It looks like it's a simple thing that should work out of the box, very weird.

  • i think this is quite tricky to achieve, the cordova splashscreen activity is started with the navigation bar loaded, so the "resolution" for the rest is not the same as when your actual projects is loaded afterwards.

    If you would create an app with navigation bar and status bar always shown it would be easy since then it would be the same.

    I can also give you a hint that regardess of the size you have on your splash it will be exported as a centered 1920x1920

    Many Thanks fredriksthlm

    Sadly it's not easy, I was hoping that maybe Ashley can give some mathematical calculations to set the logo in the layout to the same size of the Splash Screen or make an extra setting to scale the Splash Screen to the Project Settings (Viewport Size + Full-screen Mode) so it sets the size the same as if it were placed in any layout.

    The easiest is to use the custom loader layout which is the one I have been using till now but is not supported.

    I tried to play with all the sizes that they mentioned and more But no luck:

    The best thing is to have the splash totally different than the game, or if you have a "lightweight" project you can remove the splashcsreen plugin totally and let the app load directly into the project.

    It looks like the best thing, for now, is to disable the Splash Screen and make the Logo on the first Layout until better solutions come out in the future, this will create the black screen for a few seconds in the beginning but at least it will work consistently across (iOS & Android) so it will behave the same in all the platforms. Though I have to test it first as it is heavy loading (Arrays + Art) 50+ MB and it will be updated with more content in the future.

    if you turn off the splash fading, change the splash image into the same image as the logo, amend the theme to go fullscreen and disable the actionbar, then the difference will be really small but you will always see a slight "glitch" when it changes into the actual project.

    I haven't seen any settings for Splash Fading?

    Thanks again for the help

  • I take it as it's not possible to debug the size of the Arrays in the Memory to fix my crashing issues due to the Arrays being big. I will have to keep guessing instead (:

  • Hi,

    I have:

    -Viewport Size 720x1080 with scale outer

    -One "Splash Screen icon" 720x1080

    -Then the same "Splash Screen" 720x1080 as sprite PNG in a "Layout Logo"

    So the idea was that first, it shows the splash screen icon and then when it moves to the logo layout which has the same exact logo as PNG, you will not notice that you switched from "Splash Screen" to "Layout Logo" as they have the exact same pictures and sizes. But the problem is that the splash screen shows the logo smaller so when it goes to the "layout Logo" you notice the switch as the logo gets bigger.

    Is there any way to set the "Splash Screen" icon size to the size that you would normally get if you would have placed that png on any layout?

    or

    vice-versa how can I set the size of the Logo PNG that I use in the "Layout Logo" to match the size that the "Splash Screen" displays it

    Any of those will work for me

    I tested many things like making the PNGs bigger 2048x2048 but didn't help

    I also tried making the layer scale rate = 0% but it didn't help

    This is for mobiles as I cannot use the custom "loader layout" as it's not supported on mobiles or NWjs and I'm also currently testing in a Samsung Galaxy S8

    Here is a video showing the issue:

    The first smaller logo you see is the Splash screen and the second one is one in the layout

    I think you need to download the video to see it properly as it doesn't display it correctly dropbox

    https://www.dropbox.com/s/a36nxytp0zk2u7t/Splash%20Screen%20Issue.mp4?dl=0

    Here is the project

    dropbox.com/s/cy5kxp7mzkbq6dj/Splash%20Screen%20Issues.c3p

  • Also will be nice to have some kind of Construct expression that gives the percentage while it's loading any Arrays so we can add some loading screen showing percentage as we do with the "loadingprogress" at the start of the Game which gives a value between (0 To 1) as sometimes takes several seconds to load each Array if they are big. This way at least we can show the loading progress for feedback instead of nothing.

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tarek2

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Member since 26 Jan, 2016

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