Chadori's Forum Posts

  • > in all these time we could just had an APPLE PORT for CONSTRUCT 2.

    >

    Why can't we just launch a rocket to Mars?! It's been ages and we have rockets and people, so why can't we just go there now?!

    Lol . I did not expect that reply. But really, I don't know how C2 is made but I can tell that making a software compatible with Apple is to redesign the whole program itself which is hard. Let's just wait for C3.

  • glerikud - I trust both you and on your suggestion that 1200x800 is good for mobile but I am confused because most devices between 4.0 ~ 4.2 experience fps drops on HighDefinition resolutions since bigger images are required and I also noticed that most phones between Android 4.0~4.2 have a 480p or 360p screen resolution and because of that software rendering(with the use of cpu) is used rather than only GPU. Can you explain that?

    And also, if I am correct 1200px*800px is a (3:2 in aspect ratio) will it hurt if I use a different aspect ratio like (16:9) 1280px*720px ?

  • Which is better high resolution and downscale on mobile or low res and up scales on mobile ? or

    Which i better for mobile HD or SD resolution scale for wider range of Android Devices?

    Thanks.

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  • - Yes I agree scaling is very important and having a small resolution will just upscale the game and lose a bit performance but downscaling a game especially on a 4.0 ~ 4.2 on my test is very bad for performance compare to upscaling. The only resolution I found that can run from 4.0 to Lollipop are the resolutions within 854x480. That's just based on my test, I haven't found others so I just assumed it's right.

  • Arclight - Migrating to another Screen Resolution requires re-sizing and re-designing the entire game. If you already made your game in 1280x720 then don't waste your time in changing it because it will just lead to problems depending on your skills on using Construct 2. But in your next game if you are planning to make a new mobile game then I suggest using 854px*480px.

  • Hey Elliott , will there be any announcements today? I think Monday is a good announcement day.

  • How about a tile background with a size of ((ImageWidth* N(that will result getting bigger than the window width) * 2)

    Event:

    *Tile Background X < -Self.Width / 2

    ----> Tile Background Set X to Self.X + Self.Width / 2

    Or you can just check the template : Auto-runner

  • - I remade your .capx here. I hope it helps. https://onedrive.live.com/redir?resid=A ... ile%2ccapx

    BTW Ashley is it a bug that the imagepoint X,Y rounds up decimal numbers?

  • - I noticed that before when I was making a .capx to help in the forum. But I believe that is not a bug because the Window Width and Window Height is based on the browser's size or screen size(if fullscreen). You should use "OriginalWindowWidth" & "OriginalWindowHeight" for that to have an accurate measurement.

    Edit: I also found something that worsen the inaccuracy with the positioning of your test-sprite. I noticed when I replaced the "WindowWidth" and "WindowHeight" with "OriginalWindowWidth" & "OriginalWindowHeight" that the position of the sprites are still misplaced, that's when I noticed that the image size is (5,5) and when I set the image point to middle the image point goes to (X:2.5,Y:2.5) but when I close the image editor and reopen, I saw that the location came to (X:3,Y:3) and it looks like it rounded it off and it will make problems with positioning. I don't know if the image points inaccuracy is a bug but for the moment I suggest using TiledBackgrounds or resize the image of the sprites to numbers that can be divided and still retain a whole number.

  • glerikud - Yes, i will certainly give you a link if I ever make one .

  • lucky Star - How about Nintendo Wii U? Nintendo Wii U is a great console platform for professional games but I don't really agree calling app store games not an actual game, they are still games but just in a different and cheaper platform .

  • Wenutz - Your details is so vague and some of us don't experience this at all. You must have done something that conflicts the build. The log file actually helps even if it so long, the error details inside the log is usually at the bottom and highlighted with a red color or has a text failed right next to it. Intel sometimes don't answer messages with inadequate information and common problems that can be fixed using some tutorials, solving by yourself or third party related problems. If you ask me, the reason might be because of your third party plugins which is out of the hands of Intel.

  • Congratulations. That's a big achievement.

  • Elliott - I've heard that your servers had some problems, so will there be a delay or is it already fixed?

    Win or lose, I still want to know the results of the game jam.

  • DAVID - The webstorage plugin is the outdated version of the localstorage. Even if webstorage is replaced, it is still usable if you are not going to publish in chrome webstore. But if you are making a new game, make sure then to use localstorage since it is the lastest type of offline storage.

    Localstorage is the same as webstorage, the difference is that the localstorage is more efficient since it only runs as a function or trigger when you call it. Webstorage was replaced since it was always checking the keys and values since it was running every tick. Both has the same use, that is to store offline keys and values for example key("HighScore") value(10)points. Hope that clarifies it.