Waltz's Recent Forum Activity

  • I think your screen size is too big. It usually happens when scaling down. I'm viewing it on a 13" laptop screen 1366x768 resolution.

    The seams usually disappear when you up your screen resolution or screen size, but we cant guarantee everybody have such big screens or resolution.

    Here's a screenshot.

    dl.dropboxusercontent.com/u/82707324/seams.png

    The reason why we cut BG images up is because we have some border backgrounds with alot of empty spaces in the middle. So cutting them up will save a lot of wasted memory. Smaller tiles usually can save more memory for odd shaped borders.

    Also if the image is 2048x1536, it will waste 2048x512 of memory. So, its become a common practice for us now to cut them into 512x512.

  • Hi Ashley,

    Here's the link to the capx.

    dl.dropboxusercontent.com/u/82707324/test/test.capx

    Here's the link to the exported version.

    dl.dropboxusercontent.com/u/82707324/test/index.html

    Maybe the problem lies with the scaling?

    Thanks.

  • When I tile my sprites together, there'll be seams around the sprite edges. It doesn't happen in preview mode, only happens after exporting.

    I've tried pixel rounding, point sampling and letterbox integer scale. Nothing seems to properly. They just reduce the seams, but there are still random visible lines in the background.

    My sprites are all 512x512 so in older C2 versions they don't get packed into sprite sheets and everything's pixel perfect. This problem came up after the 2048x2048 and 1024x1024 sprite sheet implementation.

    Is there anyway I can prevent my animation frames from packing into sprite sheets? Or any other ways to solve this?

    Thanks in advanced.

  • When I tile my sprites together, there'll be seams around the sprite edges. It doesn't happen in preview mode, only happens after exporting.

    I've tried pixel rounding, point sampling and letterbox integer scale. Nothing seems to properly. They just reduce the seams, but there are still random visible lines in the background.

    My sprites are all 512x512 so in older C2 versions they don't get packed into sprite sheets and everything's pixel perfect. This problem came up after the 2048x2048 and 1024x1024 sprite sheet implementation.

    Is there anyway I can prevent my animation frames from packing into sprite sheets? Or any other ways to solve this?

    Thanks in advanced.

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  • I would like to create a loader layout that detects the screen size of the mobile device and automatically routes to the correct layout with the correct aspect ratio. Eg. iPad, iPhone size etc...

    Currently, by setting canvas size I only manage to get it working when the scale function is off (Only on browser). However, exporting to CocoonJS requires Full screen mode - scale which doesn't seem to turn out right.

    What I did was:

    1) Check WindowWidth & WindowHeight

    2) Set Canvas size

    3) Go to layout

    Is there any way to solve this? Or am I doing something wrong.

    Also I noticed the initial WindowWidth and WindowHeight values are the device's width and height. Not the WindowSize I set in C2's properties. This allows us to detect the device aspect ratio and sort them accordingly to different layouts.

    Thanks.

  • I got Uncaught Range Error: Maximum call stack size exceeded

    Filesaver_plugin.js, line 105 (col undefined)

    Anyone knows how to solve this?

    Thanks!

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Waltz

Member since 19 Apr, 2012

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