Ashley's Forum Posts

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  • Djordhan, if you position and scale everything in the layout depending on the WindowWidth and WindowHeight expressions, it should fit any device screen. Then, you can also test it works in your browser window on a desktop, just by adjusting the window size.

  • I would like to have the color filter (as a property like in CC, or maybe a behavior) in a next release (if it fits in the actual todo list without much harm).

    Color filter is one of the things HTML5 canvas doesn't support. It can be worked around with a sort of setpixel method, but then it starts using lots of memory and it's very slow to change filters, so I'd prefer to stick to the native features of canvas.

    WebGL would support this, and very interestingly I've seen Google just released a "JebGL" java fallback for WebGL in IE, so that may be a possibility...

  • I don't know what they've done, because Construct 0.x/Classic are not portable! I'd avoid it if I were you and just use the official download link.

    Construct 2 is portable, and you should download that from the official link as well instead of through third party sites. You never know what a third party might have done to it.

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  • You might be trying to get browsers to do something they're not designed to - there are many security measures for safe browsing that probably prevent you launching EXEs. Why not use Classic if that's essential?

  • Does it work if you export an EXE and run that? I would not be surprised if browsers prevent you from launching EXEs (even the Construct editor) though, because it would be a security risk.

    Did you try the file:/// protocol as well?

  • Oh right - the standard way to specify a file in a URL is with the File URI scheme, e.g.:

    file:///C:/path/to/file.txt

    Note the three forward slashes after "file:", and forwards slashes also separate the folders (as opposed to backwards slashes when not using "file:").

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  • chrisbrobs, why not try both those things with your browser and see if they work? I'm not certain of the answers, and there are many combinations of system and browser - part of the purpose of the public alpha is to see how it works for everyone. If it doesn't work, maybe I could investigate your particular setup and see if anything can be done.

  • Release 41.2, just released yesterday, properly supports iOS with the 'fullscreen in browser' setting (which was itself added only 3 days ago). The canvas won't stretch - it'll extend to fill the device window, no matter how big it is. The WindowWidth and WindowHeight system expressions give you the current canvas size, so then you can position and size everything relative to that.

    Does that help solve your problem? These releases were literally days ago, so you may have missed them.

  • Haha, cool Nice game, one of the first done in C2 as well! You can get proper transparency support if you install an image editor with alpha support, like Paint.NET.

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  • They now render in the editor with my intel graphics card. There is white space when using the tiledBackground object with a non power of two texture, but that's not much of a problem.

    Excellent! I anticipated tiled background would show spacing for non-power-of-two textures, but it's difficult to solve and only happens in the editor, so I think I might leave it as a known bug.

    [quote:dsc0hm99]I must say in general that C2 is looking great. One small request though: could you add the "move at angle" action for sprites.

    Thanks Instead of 'move at angle' though, there's just 'move forward' - you can combine Set Angle and Move Forward to move at angle. Is that enough or would an all-in-one action still be convenient?