rustomatic's Recent Forum Activity

  • Thanks for your response 99Instances2Go.

    So I now see from your capx how to find the centre of mass of an odd pixel-sized object. However I'm still unsure how this translates into applying a force to that point?

    Unless I'm missing something, the apply force dialogue box implies you can only set the position of application to the origin or an image point.

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  • Hi all

    Is it possible to apply a Physics Force to the exact centre of a Sprite if the Sprite is an odd number of pixels high/wide?

    So, for example, let's say I have a 3x3 square. Is there some way to apply a single force to the centre of the object?

    It appears that while collision polygon points can be assigned to half pixel positions, origins and image points cannot so there seems to be no way to apply a force to the centre...

  • Couldn't sleep so had another look and I may have solved my issue. Not sure how other people have implemented this sort of thing but this seems to work so far. Posting in case it's useful to anyone else and also in case there's something terribly wrong with this methodology so I can be corrected!

    On start of layout--------------------Set HorizScale to floor(browser.ScreenWidth/480)

    ----------------------------------------------Set VertScale to floor(browser.ScreenHeight/320)

    ----------------------------------------------Set canvas size to browser.ScreenWidth x browser.ScreenHeight

    ||||---------HorizScale < VertScale-----Set layout scale to HorizScale

    ||||---------Else-------------------------------Set layout scale to VertScale

    ||||----------------------------------------------Scroll to (342,192)

    So what this does is at the start of layout it determines the scale of the device's horizontal and vertical resolution relative to the safe zone resolution (in this case 480 x 320) rounded down. It then sets the canvas size to the device's resolution so the game fills the screen. It then determines which scale factor is smaller and scales the layout to that one. Finally it scrolls to the centre of the layout (in this case 342,192 as the layout is 684 x 384).

    This seems to work provided 'Fullscreen in browser' in Project Properties is set to anything other than 'Off'. I'm not sure whether there's a particular choice other than that which is best...

  • Some more thoughts regarding this...

    So after much deliberation I've come to the conclusion that to support the most resolutions and aspect ratios across mobile, tablet and PC without the dreaded black bars appearing I'm going to use a 480 x 320 active game area with a 684 x 384 background. I believe this should cover a lot of devices at integer scales.

    Here's a link to a picture showing two examples of how I'm looking to have the game window act. The middle whiteish area is the 3:2 480 x 320 active game area (safe zone). The green window shows a 16:9 640 x 360 area suitable for 1280 x 720 (scale factor 2) and 1920 x 1080 (scale factor 3). The yellow window shows a 4:3 512 x 384 area suitable for 1024 x 768 (scale factor 2) and 2048 x 1536 (scale factor 4).

    https://drive.google.com/open?id=0BxC-VOSRkFF-Y0hBaHdOU1Y2WTQ

    This setup can also handle 1366 x 768, 1136 x 640 and 1334 x 750 all at scale factor 2 and obviously the safe zone itself integer scales to 960 x 640.

    So I guess I need C2 to detect the screen resolution of the device it's been launched on and then scale the game up by the biggest integer that it can so the safe zone is still fully displayed. Seems to me the logic to do this isn't complicated, it just needs to divide the devices x an y resolutions by the safe zone dimensions rounding down to the nearest integer. Then scale up by the smallest of those results, set the displayed area to the devices resolution and centre it on the safe zone. The background would then be in place to fill any spaces that exist around the safe zone.

    The only problem now is I'm currently at a loss as to how to implement this...

  • Hi all

    I've been researching and trying to solve this problem for hours, reading various tutorials, posts etc. and haven't been able to find an answer so any guidance or pointers in the right direction would be appreciated. I'm sure it's super simple and I'm just missing something fundamental!

    Basically I want to be able to scale for different resolutions and aspect ratios without getting black borders but only in integer amounts to preserve pixel art quality.

    I understand the theory regarding having a bigger background than the actual active part of the game so that the background fills the screen at various aspect ratios but I can't work out how to implement this in C2 whilst simultaneously only using integer scaling.

    I think basically I want to be able to manually implement scale inner or outer with integer scaling?

    I hope this makes some sort of sense... Thanks!

  • Thanks for the response Ashley - I thought it might be a browser issue.

    The only thing is that no error is passed to SpeechError in the specific scenario of the player not speaking for while after having spoken previously. If you start speech recognition and say nothing at all 'no-speech' is indeed passed to SpeechError. However, if you start it, say something, then stay quiet, no error is passed even though it stops working. Unsure whether that's the browser not reporting it or C2 not picking it up.

    Yeah, my workaround is to indicate in game that the speech recognition has stopped and prompt the player to reinitiate it. The only vaguely annoying thing about this is it causes Chrome to ask for access to the mic again which is a rather immersion breaking.

  • Problem Description

    Hi - I don't know whether this a feature or a bug but Speech Recognition in continuous mode stops working if the player doesn't say anything for a while (after they have previously been talking) despite the fact that the manual states it should continue until the page is closed. When it stops recognising speech in this scenario no error is passed to SpeechError so I'm unsure why it is stopping.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/31546757/speechrecogbugreport.capx

    Description of Capx

    Starts continuous mode speech recognition when the player hits start and reports whether speech is recognised and the content of SpeechError.

    Steps to Reproduce Bug

    • Click on 'Start' to begin speech recognition
    • Say a bunch of stuff into the mic
    • Stay quiet for a while

    Observed Result

    Speech recognition stops after the player hasn't spoken for a while and no error is passed to SpeechError

    Expected Result

    Speech recognition continues until the page is closed

    Affected Browsers

    • Chrome: YES
    • FireFox: NOT APPLICABLE
    • Internet Explorer: NOT APPLICABLE

    Operating System and Service Pack

    Windows 7 Home Premium SP1

    Construct 2 Version ID

    221 (64 bit)

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rustomatic

Member since 27 Apr, 2013

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