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  • Also i'm curious if there is a way to detect if the browser is mobile vs pc.. i'd like mobile to scale to but have fixed resolution for pc..

  • yea scale integer is good, however my concern was if my layout is 1024x768 (xvga) i was concerned a large enough monitor would scale up to 2048, 1536, but i just tested on my 27" imac (pre-retina) and it didn't get large enough so i suppose that should do it, i ju

    That article i've read before but it's really focused on mobile/screen shapes.. i'm actually making a website using C3 so i just wanted to see how i could position the canvas inside index.html

    I'm super rusty with HTML and never got well acquainted with css. However the integer option should work well enough for now. :)

    Thanks!

    Caleb

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  • Hi there, I was trying to poke around inside a given html5 export and trying to figure out where i could do something like

    P { text-align: center }

    css command to just insure that the game is centered on the screen.. vertically and horizontal would be nice but horizontal for sure.

    I'm disabling fullscreen mode, but noticing that it's left aligned when this is the case.

  • that did it! i thought my condition would work, but i can see how your approach is more active.. i thought it was constantly checking when i would use the kind of comparison i did.

    Thanks!

    Caleb

  • hey there, sorry got caught up with some other stuff.. so no problem, yes i think overall i have it based on the examples i worked with and i've managed i believe to strip it down as easy as possible.. but yea this behavior baffles me but of course it's probably something simple, i just don't see why it would do what it does.. with my limited understanding of the multi touch system. here's the cp3

    dropbox.com/s/2rjhj4x7q9jnnaw/sf_hand_orientation.c3p

  • just making sure. you did test with a touch device right? put fingers down on both sides? see what goes wrong? the orientation of the hands are good if you only touch one side or the other.. but if you touch one down (keeping on screen) and then the other one.. the orientation of the 2nd one is off.

  • yes but not "drawing.. i just want a single object (hand) in this case be locked to one box while a second hand is locked within the range of the other.

    The game i did (cyball) was more like a paint function.. i adapted the example from that project to this.. technically i'm "painting" hands but destroying them because i was having trouble figuring out how to draw and pin a single object with the same core logic..

    there is a "left hand" and a "right hand" graphic so the hands differ on the left and right because i'm just flipping to the "red" or "blue" animation..

    but notice how it behaves if you touch on one side.. and then the other side.. the 2nd touched hand gets confused and defaults to the first hands orientation point.. but doesn't do this when it's just one or the other hand.

  • been mulling over this one for a week or so.. just can't seem to crack it.

  • Hey everyone, so I got some amazing help in the past with a project i did that required multi touch and it's worked well with a new project (after some hacking)

    However try this on a touch device and you'll see what i have going on:

    part12studios.com/games/SoapyFun/sf_22

    I still struggle with what's going on sometimes with multi touch. i get it and yet things happen so fast and because it's not possible (that i know of) to simulate true multi touch on a PC/Mac without a touch surface so i have to publis to web and test on phone.. not a terrible workflow but still slower.

    I just want each hand to be it's own unique hand and be oriented to each respective corner (eventually the art will better reflect a full arm, not just a floating hand.. but i can't get that to look right till i get the basic orientation.

    the logic i have right now is using animation name (blue and red) to be what say "if this hand is x animation, point to y coordinate".. it works fine with one hand or the other.. but once one or the other spawns, it seems like something is overriding it. making the 2nd object that spawns to have the same animation name as the other.

    I did a previous attempt to completely create two separate touch objects / hands completely restricting one to be unique from the other but there was still some weird crossover going on that i can't explain.

  • i found the solution was to close the browser and reopen it. i had a lot of tabs opened and didn't want too have to close them all out but after a few minutes opted to try it.

    I can say i think what broke it and possibly lead to this issue if anyone at Scirra sees this. I loaded an extrememly lard (15,000 x 25000) pixel png as a replacement for an existing graphic (i didn't realize how massive this was before loading it) and after that it seemed like layout got broken.

  • Not I get why this is happening. i'm on windows with chrome. everything worked fine before today. using latest beta build.

    Thanks,

    Claeb

  • this is awesome! super helpful. i need to spend some time examining it but definitely spot on!

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