labithiotis's Recent Forum Activity

  • <img src="smileys/smiley9.gif" border="0" align="middle" /> Oh I'm such a twit! <img src="smileys/smiley9.gif" border="0" align="middle" />

    I am using local storage which I had't initialized on my device, hence why it wasn't displaying anything!! (but worked fine testing on PC)

    I should have also mentioned cocoonJs for iOS

    Sorry to waste any of your time, thank you <img src="smileys/smiley20.gif" border="0" align="middle" />

  • This doesn't work in CocoonJs is their any reason why?

  • Great Plugin until I realised I couldn't use it with CocoonJS, wasted a few hours, pitty worked really nicely and has lots of customization :(

  • What about using dictionary?

    Can export/import that as a json format if you need too, or just have several dictionaries in your project.

    Could also do this with an XY array. X is the variations of language and Y the options. So you can do something like Get X(langEng) and Y(Option4).

  • Link to .capx file (required!): dl.dropbox.com/u/2175584/Construct2Examples/Scalling.capx

    Steps to reproduce:

    1. Set-up project with size of 500,500 and layout of 500,500

    2. Set Fullscreen in browser to 'Scale'

    3. Observer the result of either LayoutScale or LayterScale when change different screen sizes.

    Observed result:

    LayoutScale or LayterScale are always one even though the layout is scaled.

    Expected result:

    Shouldn't the returned value be the amount the layout has been scaled by?

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 8

    Construct 2 version:

    r120.2

    Notes :

    Maybe I am just trying to use it how it wasn't intended but I do require the ability to know how much the layout has been scaled by so I can centre objects by the pixels.

  • In other words use this (remove *'s):

    http://static1.scirra.net/arcade/games/3543/card-tall.png[/img]

    To get this:

         

  • Considered looking at http://clay.io has API to handle items ?

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  • When I wanted to centre a element to screen I set it's position to X: (WindowWidth/2) - (Self.Width/2) and Y: (WindowHeight/2) - (Self.Height/2) and you can attach it to a layer that has zero scaling set, it will be the same size across all displays.

    I use Self.Wdith/2 because my origin for the element is in the centre, but if you moved it to top left for example you don't need that.

  • I know it's not the same but you can click the little arrow next to undo/redo on the quick toolbar at the top and it list the actions.

    Would had that it scrolls to it and highlights it.

  • Well webstorage then, its simple enough to use. If the users clears they're data though its all lost (i.e. Browser Delete Cache).

  • This is something I am currently trying to do too. So far I am having success with using Clay.io to store data remotely, and then using that data to store locally at the same time via webstorage, so a player can play offline and all working in CocoonJS. It's still early days but I am pushing all my data into an array that I send to Clay.io as json.

    I would recommend CocoonJS just because it's better performance atm and Clay.io because it has an awesome plugin and features.

    One thing to note if you use Clay.io you need to manually include some files in the exported zip for CocoonJS Every Time (their case sensitive too) :

    ?webview (folder)

       ?api.js

       ?webview.html

    ?CocoonJS.js

    ?CocoonJS_App.js

    ?CocoonJS_App_ForCocoonJS.js

    ?CocoonJS_App_ForWebView.js

    You can get those files from the clay plugin directory in C2 (once you've installed it of course).

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labithiotis

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