dop2000's Recent Forum Activity

  • Ashley I need to prepare an apk for a specific customer, where they use very old devices that don't get any upgrades and still running Android 4.2

    I understand that very few people are using Android 4.2 phones nowadays, but I hope someone might have one laying in a table drawer..

  • Add another condition:

    On Button clicked
    System layer Button.layerNumber is visible
    
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  • If you are using Construct 2, you need to post in C2 forum.

    By "snapshot" do you mean a screenshot, or a photo from webcam?

    If screenshot - use "System Snapshot Canvas" action, then in "System On Snapshot canvas" event load CanvasSnapshot into sprite.

    If you need to take a photo from the webcam, see "Example: Webcam" template when you start a new project in Construct.

  • Actually, this is an expected and documented behavior. Read the first few chapters here:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/drawing-canvas

    DrawingCanvas's snapshot resolution changes with window size, but only after you draw something on the canvas. If you paste objects and then resize the canvas, the snapshot resolution doesn't change. And if you draw even one pixel on the canvas after resizing (to update snapshot resolution), everything else on the canvas is cleared, so all your pasted objects are lost..

    In conclusion - it's a giant PITA to get the correct size of exported snapshot!

    You can probably resize the canvas in advance (for the target snapshot resolution), then scale layers with object to fit on this canvas, then paste, then export. But I haven't tried it, it's too much work.

  • Anyone?..

  • Use Timer behavior, for example:

    Player on collision with Powerup
    	Player set scale 0.5
    	Player start Timer "reset_size" for 10 seconds
    
    
    Player On Timer "reset_size"
    	Player set scale 1
    
    
  • Try removing the effect, see if it improves the performance.

    Try removing/disabling other things - behaviors, events etc., until you find what's causing the slowness. After that it will be easier to find the solution.

  • Try to load correct tileset images into the TileMap objects in my project. If you see that the maps look good, you can simply copy/paste them into your project and replace them in events. (You can select all events, press R and replace one tilemap object with another tilemap object)

  • Are you using effects? Effects can be very slow on mobile.

  • I recovered two maps, do they look familiar to you? :)

    Here is the C3 project with both tilemaps:

    dropbox.com/s/z1xtzogizjjgdzy/LoadedTileMaps.c3p

    .

    You didn't provide tileset image files, so you need to double-click each tilemap object and load the correct image file.

    For SchoolGreyTM I see you used imgonline-com-ua-ReplaceColor-j76VKh6CUi.jpg

    For SchoolObjectsTM you used Schoolobjects.png

    .

    There is also a third tileset ("basketball court"), but you didn't send me its tsx file.

  • I really don't know. I would suggest making a blank project with 3840 x 2160 DrawingCanvas, trying to paste some sample sprite on it, save and download. If the result image size is smaller, log it as a bug.

    Also, try changing project scaling mode and see if it affects exported image size.

  • I don't know why the resolution is wrong. Try to check drawing canvas size in Debug Mode.

    Like I said in previous comment, you should probably paste objects one by one, from lowest on Z-axis to highest. If any object is on invisible layer, skip it.

    .

    If you are using effects or blend modes, this method may produce a wrong image. In this case you don't have any other choice but to make screen snapshots.

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dop2000

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