Aphrodite's Forum Posts

  • Then another method would have to be used, hum..

    I personally never go over 800x800 window size inside C2, and I design with that size (on higher resolutions, due to the way C2 scales up and down, the assets quality is not lost), that is why I suggested first to set the window size proprieties to 800, 800*actual_height/actual_width ; and set the layout scale to 800/actual_width (actual height and actual width being the height and width you used during the developpement), if some hud elements appears weird, the layer scale rate could help adjust that I think, but not 100% sure

  • Ashley talked about a way to package a smaller version of the game and put that in the stores. Then upon the first game run will download the assets. Now I have been playing around with this, but at this time have been unable to figure it out.

    The process I started with was setting the website to a server.

    I tried exporting the game as HTML5/Android. Copied the export to server.

    removed the images/media from the first export. Then packed up the program into XDK.

    however the closest I can get is the warning that the program must be hosted error.

    Anyone have an idea how to go about this.

    You could maybe just package a game that just redirect to the game hosted on your website. The offline.appcache will let you access it offline after the first loading in theory.

  • I was searching a thread, but I stumbled upon something that looked weird, is that just me, or is there a lot of "???" in this thread:

    I'm pretty sure this was because of the characters that were used in these posts, but I prefer reporting it as it might be something else maybe.

  • Pretty sure it wouldn't be that nessecary to add such a function due to it's simplicity (and since performance wise the result won't be problematic at all), you could use the function objec to do this if you think it is cleaner. Or if really you want to use the javascript function dedicated to that (if it even exists), you could use the execJS of the browser object, but I don t recommend it, just simply not worth the time

  • I am not familiar with these publishers, I find it weird that you cannot just set the size of the displaying iframe/object inside the website itself.

    Maybe you could change it inside the index.html, where the canvas tag is (something like that if mh memory is correct)

    <canvas id="c2canvas" width="{width}" height="{height}" oncontextmenu="return false;">

  • While it is not a bug per say, but how the text object works, it cannot really be corrected (unless there would be some way to verify if the text is the same before updating it), however I do agree that this saying in the manual should be removed. (I personnaly use the default spritefont for that usage)

  • I don't think you can use the getbit on that regard, but normally it is the highest bit

    And performance wise, the difference won't be noticeable anyway

  • Sometimes (mostly during the steam sales I think), it is pretty cheap on steam, however people seems to have issues with the steam version sometimes, so you might want to look into that if steam isn't your nemesis.

    As for the normal version, it is rarely in reductions from what I remembered.

  • Hey friends,

    I want to design a game which runs on HD 1280x720 as a native app and as own HTML5 upload. That´s pretty easy so far.

    But how about Kongregate, Newgrounds etc, which set a maximum width of 800. What do I need to do to get my 720p game on there? Which scale mode, which settings etc.?

    Would be great if someone could help me with this...

    Beav

    Due to how C2 works, you could just reduce the window size while keeping the same aspect ratio, and zoom out accordingly to have the same view.

  • Also another difference is that I think unity export to different formats(one for each platform), while C2 exports to html5 (which is interpreted by each platform concerned)

    C2 wrappers actually are against the whole concept of html5 being multiplatform all by itself, it is like a little bonus, but C2 is still and will be html5 by essence (unless they change their mind about that), wrappers are more an ease of distribution rather than a reliable thing (cocoonjs can be broken easily, crosswalks is just an older chrome for android, etc..., only phonegap is not counter productive, but it is not a viable solution yet), as mostly the .html is the actual export and work well on sufficient devices with updated browsers. And so of course monetisation on wrapped mobile is not easy to implement since it relies on more 3rd party not so standard compliant wrappers instead of relying on a standard technology when the entire C2 engine relies more on a standard way of doing things.

  • Please, I know I was being too critic about this, I admit that I didn't point out the good things that had been done (and there were things done well, the idea behind the control system for exemple was actually pretty cool), and I seemed more like a I-only-like-perfection kind of guy rather that what I originally intended in that post, but every response after that was more about "Was Aphrodite's post constructive or not" rather than actually about the tutorial posted.

    This tutorial actually explained things for users that aren't really into C2 in the first place from what I've saw, and it does it pretty well, sure it could improve as I said, but it does it's job, I'll admit that the "constructive aspect" of my post can be criticized, but that is not what this thread is about, and so it should not go further into this direction I think, and rather go back to it's original subject: the tutorial.

  • this could break projects where instances outside the layout is needed (simple exemple: an infinite runner where the player actually moves, which also helps a great deal with slopes compared to moving everything instead of the player), so it should be a choice by the user.

    a "disable picked instances" would be better IMO than just the ones outside layout, also off screen instances aren't drawn, and if you disable their behaviors, and do what colludium suggested, they (off layout instances) won't be checked for everything put after that, and if really you need to disable them, destroying them I think is the way to go, I'm pretty sure this feature you are suggesting would actually do this destroying/recreating silently.

  • Why when i try to import a file from the ftp, the content and the size of the file os not the same????

    in my app i sue nodejs and ajax with ajax i get the url of the file to import, and on succes, with nodejs i create the file on the hdd, but the file is NEVER the same, the structure is completly in disorder

    I think that .txt file has to be encoded in UTF8 format to work with node webkit

  • I don't seem to find an easy way to simply format text. Some thing like moneyText = "$"&str(moneyValue)

    Looking for something like $ 35.37 or $35.40 the 35.40 gives me 35.4 want to see both decimal places.

    Thanks in advance for any help.

    "$"&int(moneyValue)&"."&int((moneyValue-int(moneyValue))*100) should return the good value I think.

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  • So I can set an object's scale, but then I can never reference it's object scale directly because there is neither a Condition nor an Expression for an object's scale.

    it really seems like a simple enough thing to add an expression for (since you can set it, I'd assume half the code is already there anyway)

    The problem is: when you change the aspect ratio, what that expression should return?

    The correct way to do it in C2 is to set an instance variable to the value of the scale you want, then to scale the sprite to this value.