Aphrodite's Forum Posts

  • You can use the system action "Set fullscreen scaling" to high quality or low quality, note that the low quality setting will make the game not perform worse on a window larger than the window size specified, where high quality (the default one) will, since in high quality, C2 resize first then render, in low quality, it'll only resize if the result is lighter

    Hope that is clear enough

  • I've saw great game on the NES, on the Megadrive, on the Master system

    I'm pretty sure those can be done in Mobile HTML5

    (you'd say it can be done with time and caution? how do you think they were made before?)

    "Every competent mobile developer would waste a great time thinking about the memory performance of the target device."

    In native too I think, mobile are like PC's, they are a huge collection of different hardware and software, heck, I think it can be even worse than PC.

    Maybe It is because I am talking about mobile HTML5 in a browser, doing multiplatform is always a pain, I think it is the only thing C2 doesn't make as transparent, where other engine makes it invisible (although C2 does a great job at that)

    At the end, people can use their compatible browser, go to my game, play it, without worrying about installing things, and if the game is optimised well, there aren't too much problems (some might say that some phones cannot run HTML5 properly, I have one like that, even the home screen sometimes have slowdown, so I do not worry a lot, for now, I didn't had a lot of issues at all, the only one was the non support of the audio API)

    At the end, mobile HTML5 is doable on mobile, is it worth it? Well, why go HTML5 if you just want to do a game to place it on mobile stores only (I know, because C2 is great and it's a shame it doesn't do everything the way some people think it should, because it is the best but export is cr*p because HTML5 is not good etc etc)

    At the end, I see that people want to C2, but don't want to HTML5 (I might be the only one who didn't care at al for mobile at first)

    PS: I am not talking at all about cocoonJS, I will never use it anyway, because I'd lost the benefit of HTML5, yet still would have to support it as a new platform, which would not be great since it's memory management

    EDIT:Didn't meant to sound rude, just tired of all of those

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  • I feel kind of stupid for wasting people's time with questions that might be trivial, but I'm about to give up and turn to you guys once again.

    I think the below looks pretty decent, but it's not currently working as expected (pausing/unpausing (is that even a word?) itself works, but not the restart action). Clicking the stop button will close the app (with the close browser action), but it will still run in the background. Is there no other option? I guess I can live with that.

    The "rewind" button is a bit more worrying. Clicking it simply gives me a black screen, this happens both during testing in the browser and when installed on my device. I don't understand why.

    (I'm using a global variable Pause to enable/disable pausing.)

    I can only speculate, but since you are still in pause mode when restarting the layout, maybe that is the cause of the black screen during rewind?

  • Hi everyone,

    trying to get my xbox 360 wireless to work, but i feel it's not being recognized by construct2.

    tried a few things but shouldn't this (see pic) be working already? simply extended the topdown shooter template

    thanks for your time

    You might want to look at the "Has Gamepad" condition, also, gamepads are detected only after an input (you might want to try all buttons, then see if it works)

    If that still doesn't work, maybe your browser doesn't recognize it, or something else is hapenning (I know that none of my controller worked on any browser except chrome canary for instance)

  • If the files will converted to png in the apk, its size will huge!

    For example: I use 100 jpgs which are together 30mb, if they will png's in the apk then apk size will 200MB+.

    If you images are photographic-like images, Jpeg is the format you'll have to set on export (via the image editor of C2), then C2 will not export the PNG, it's as simple as that.

    However, If your images aren't photographic like pictures, then PNG is your best best for quality/size, C2 does use PNGcrush on them so they are smaller, while the same quality (loseless compression), however you can still set them to PNG8 so they have less colors in them, which result in a smaller size (lossy in that case, but smaller noneless).

  • as I saw in a spam thread, it was indicated that "Message: pmppminh can only post plain text URLS until they have 500 rep. 115 URLS modified."

    However, when the url had

    before (

    someimagelink[/img SomethingSomething http://www.google.com] for exemple ), the URL was still clickable (not that any of us would click it in that particular case but still an annoyance to see that it could be easily broken)

    I still have a copy of the BBCode of the post somewhere if needed

  • Hey friends,

    I would really love to make an image inside C2 using Snapshot Canvas, which has a transparent background. For example... there are 3 layer, each with little objects, now I want to generate a picture of this 3 layers, showing transparency in the background.

    Hope you got what I mean

    Is this possible within standard C2?

    Greets,

    Beav

    Just make ever layer transparent (the one created by default isn't transparent), so the screenshot has a tyransparent background (however, the display will still show black at the background, but the saved snapshot will not have it)

  • Phuzz Well it was just portrait view originally, but I been getting request for landscape also so I set both orientations on but when you view the game in landscape the buttons and score are all the the left side like there still in portrait view. But I think I may have corrected the buttons, but I can't get the score and text to line up correctly in the corners even with anchor. Sigh if it not one thing its another... lol

    The anchor behavior needs you to place them in the corners in the layout view accordingly to the window size set in C2, the LeftEdge and TopEdge will help you, since it means that the left and top edges of your object will still be at the ame position relative to the chosen corner for every aspect ratio.

    Hope that helps

    Also : https://www.scirra.com/manual/88/anchor

  • The browser object can help you on this, add it to your project:

    https://www.scirra.com/manual/110/browser

    I think that in you case, QueryParam("location") is the expression you are looking for

  • Never mind I figured it out

    Also in some cases, when unbounding scrolling is On, you don't have to worry a lot about those things (since the center of the screen is always centered when it is not limited by the layout borders)

    And for elements that needs to be placed relative to the corners, you can take a look at the anchor behaviour

  • droptank21 : just tested it on my tablet (a samsung galaxy tab 3 10.1"):

    a long black screen followed by an error message:

    "Application Error

    The connection to the server was unsuccessful. (file:///android_asset/www/index.html)"

    The thing I found weird was the file:///, I though only "://" could be in a protocol, not ":///"

  • RamPackWobble does this work for both portrait and landscape, for example if I start in portrait and its centered and then I rotate my phone will it recenter in in landscape?

    Yup, since the viewport expressions update every tick , it should work

  • I find that lot's of dev's use 1 object per game button, 1 object per bullet type, 1 object per enemy.... so on etc. In the end they have around 200 objects and at any one time they may have 50 different objects.

    Where as if all the buttons, bullets... small stuff were in 1 Sprite used as an atlas using animations and frames. that would be better.

    I cannot be sure but, wouldn't that be worse when not all objects are used at the same time?

    Since the webgl renderer I think only load needed textures, doing that would force everything to be loaded at startup from what I understand

  • Hi, how can I create link between two instances ? In normal programming you can do this by setting "instance variable" on an object and then assign another object to this variable, but in construct it seems that only 3 basic types are allowed for instance variable: string, number and boolean.

    I would like to make connection between two objects, because I have tower (with turret behaviour) that shots bulets. Now when bullet hits enemy, i have no way to get somehow tower that has shot that bullet, but i need to get this tower because I want to increase experiance for it.

    Only way I see to do so is to put number variable on bullet, pass UID to that var while creating bullet and then add condition pick tower where tower.UID = bullet.tower_UID on the bullets with enemy collision event.

    Is there better aproach for such thing ?

    Have an instance variable for your bullet (a number) called TowerID

    When you create your bullet, set it's variable to the unique Id of the tower that spawned it (Tower.UID if Tower is the name of the tower)

    Then you can later do :

    Bullet on collision with Ennemy:

    Pick Tower by UID TowerID : add experience

  • I am using construct 2 to export html5 to coherent UI but when I do the transparent layers appear as black. Is this a known bug?

    I have used transparent layers in Coherent UI from other html5 software without issue.

    I don't know if that could be the cause, but I think that the index.html C2 export has a black background by default.