xyboox's Recent Forum Activity

  • Any news about this, Ashley?

  • That I know :), I was just thinking to squeeze some more juice out of a dry stone, but yes, this little fellow is just... done.

    Thanks for the reply though.

  • Like a charm! Thank you!

  • I have two layers. Each layer has at least one clickable sprite. Some of the sprites overlaps ( but on different layers ). The problem is that clicking on the top layer sprite, will trigger the click event also on the bottom layer sprite. I tried making the bottom layer invisible. Is the same. Even if I have no sprites on the top layer and this is set to "Transparent: No", it'll still trigger the click events in the bottom layer. In conclusion: can I make a layer to NOT allow clicks through?

  • Please disregard this post. Problem solved with the help of WindowWidth comparison against WindowHeight. Thanks anyway for looking into it.

  • Hi,

    is there a method to detect the mobile devices orientation, since I'm not using appMobi ( the app is intended as HTML5 browser game )? I tried comparing WindowWidth vs WindowHeight and assume that as long the width is smaller, the device is in portrait mode. Comparison made on every tick. Not working. Any thoughts?

  • Of course, but the latest drivers are dated Nov. 2003...

  • Hi,

    I'm trying to run c2 on an older laptop, Toshiba tecra m1 running windows xp sp3. Install went fine, no errors, c2 starts fine. However, when I try to open a project or create a new one, it crashes: "Construct 2 game creator has encountered a problem and needs to close... bla bla". The video card of the laptop is a Trident cyber-xp4. Is that the problem? Is it too old and unsupported? Does it worth insisting on it or should I just ditch the idea of running c2 on my old Tecra?

    Screenshot here:

    <img src="http://img856.imageshack.us/img856/6403/crashr.jpg" border="0" />

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  • Ashley - of course I've tried the fullscreen ( which is a cool option, BTW ), but the problem, as nicely above, is the aspect ratio.

  • What if I'd need to develop for iPad3 and at the same time I need it to run for an old iPhone ( 480 x 320 )? So, considering this, how about the performance if I'd design everything for 2048 x 1536 but loading the graphic resources at runtime ( I believe that's possible using plugins ) according to the detected device ( BTW: is there a plugin to do that? ). If, for example, the iPhone is detected ( 480x320 ) and I load the resources prepared for it, then I stretch them programmatically but will also have the project set to scale mode so they'll be scaled down back to the iPhone screen resolution. Would that still affect the memory usage of the iPhone as it would when using large graphics ( prepared for iPad3 )?

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xyboox

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