igortyhon's Recent Forum Activity

  • igortyhon Do you know how I can fix this On mobile?

    I set that when touching inside the grid, it creates an object in (Touch.x Touch.y) But if I use two fingers (touch one inside the grid, and the other

    Hi. Maybe I could help, but I don't understand the question.

    You can check the touch number, maybe that will help you.

  • "[color=#FF6347]Text[/color]"

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  • hi all,

    I save and load my game quite frequently. It seems like after a while (about 10 times save/loads) the load will fail.

    Please help.

    And the warnings

    Hi. You posted the console messages, but it doesn't give us anything. Your save or load is not working properly. Take a ready example and copy it, there are many of them.

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  • Hello colleagues!

    I'm asking for your help. Please tell me how to properly scale 3D camera on mobile devices. I have shown everything on the screens.

    --If you use the “letterbox scale” mode everything looks good, but for mobile devices it is not applicable, these black bars on the sides look terrible and they are not applied.

    --If you use “scale outer” mode on phones with long screen everything looks good, but on tablets it is stretched out.

    --If you use “scale inner” mode on long screen phones everything is flat, but on tablets everything is good.

    So I do not have a mode that can not distort the proportions of objects and do not have black frames.

  • Repeats are easy, just try pressing duplicate on any timeline.

  • igortyhon I think you misunderstood my question. I'm not asking about the aspect ratio. There are thousands of different screens with different aspect ratios, so this metric can't be used to estimate the physical size of the screen.

    In my above example, the aspect ratio for both screens is 16:9, but 15" screen is about 600% larger than 6" screen.

    But the aspect ratio is what really matters for display on mobile devices.

    For example Android. I researched the most massive displays of my android players and made 3 groups for myself.

    --HD group.

    If you have HD ratio, what do you care if it's 1920*1080 or 1280*720 or 854*480. And you do not care how many pixels per inch, the device itself will scale, the main thing that the ratio is observed and nothing is lost from the view.

    --Group with long screen.

    --The tablet group

    It's very convenient to check it all in Google Chrome. You can create the most popular device resolutions. That's enough for me to check for Android and iOS.

    I have read and tried to apply what the developers wrote in the article two years ago, but it all breaks down in practice and turns into manure. Aspect ratio is the only thing that has never failed.

  • Hi I apply these conditions at startup. And after that, I do the scaling and positioning.

    For Android (tablet 1280*800 = 1.6, Fone HD 1280*720 = 1.77)

    + System: PlatformInfo.CanvasCssWidth÷PlatformInfo.CanvasCssHeight ≤ 1.77

    For iOS (iPhone5.5 9/16= 0.56, iPhone6.5 9/19.5= 0.46, iPad 3/4 or 7/10= 0.75 or 0.7)

    + System: PlatformInfo.CanvasDeviceHeight÷PlatformInfo.CanvasDeviceWidth < 0.5

    + System: PlatformInfo.CanvasDeviceHeight÷PlatformInfo.CanvasDeviceWidth ≥ 0.7

    --For Android and for iPhone I did it at different times, that's why I use different initial parameters.

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igortyhon

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