Mike at BrashMonkey's Forum Posts

  • A trick I used was to actually use a sprite the shape of the screen (which I was also using for a custome fade out of levels)which I'd placed many image points in, each image point was the place to put a part of the hud or UI. And sense this fade sprite always automatically scales to match the new screen size, my stuff always stayed i nthe same position. (I had an action..Every tick- place object A at iumage point A etc.)

  • Amir, you might get more people trying if you explain what it does. I had to Gooogle it to find out.

    I think the relative lack of response is because a lot of people aren't really interrested in benchmarking in the first place, and those that are likely wont have much to say about it...its not like a game where theres a lot of room for feedback or praise for creativity etc.

    Its very cool you made a fully functioning app.

  • I found a solution, BUT is this or is this not a bug (see my original file at the top of the thread)

    My solution was to create an invisible sprite anchored to top left and another anchored to bottom right, and then instead of using "window width" I used (bottomrightAnchor.x-topleftAnchor.x) and instead of "window height" I used (bottomrightAnchor.y-topleftAnchor.y)in my equations for width and height of the border sprites.

  • Hi C2 Help,

    Unfortunately thats no help at all.

    Did you look at my file? I know about the browser object and already have my game set to full screen with scale. Thats NOT the issue! The issue is I want a black frame around my game "screen" for the purpose of keeping the amount of visual game level the same no matter how anyone stretches their browser window.

    Please take a look at the file I posted to see what I mean...and while running it, stretch your browser window to be very short and wide, or very tall and narrow to see how it doesn't work properly in those conditions.

  • Hi everyone.

    I'm trying to create a solution for keeping the screen the same exact aspect ratio (for a game set to full screen-scale), no matter what the user does to the browser window size or shape, and no matter what their screen resolution.

    Here's what I've got so far:

    http://www.brashmonkeygames.com/brashmonkey/temp/windowsizeBug.zip

    What I've got so far works for the most part, but it breaks when you shrink either the width or the height of the browser window to very small sizes.

    It seems to be that for some reason, at this point, the "window size" and "window height" values break. I've found mention of these returning fualty values, but I dont see that its been officilally decleaird a bug.

    Anyone got a solution?

    How about an automatic checkbox feature for "fullscreen-scaling" that automatically creates such a border and lets you set its RGB? That would be really nice. This is something MANY people will want...especialy becuase it will make developing for cross platform much easier in this regard.

    thanks.

  • This is looking awesome. I hope you get the help required to finish this awesome exporter!

  • Hi all,

    It seems things are looking good for the short term future of platform specific builds of C2 games, with things like CocoonJS getting better and faster by the day.

    My question is, whats the likelihood of wrappers to get our C2 Games running AND SELLING natively on platforms like XBOX live etc.

    thoughts?

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  • Very Cool. Great work!

  • Hmmm. Id use anchor to top..but it doesnt seem like theres a way to turn off anchoring versus one side or the other. Why can't i JUST anchor to top?

  • How would I position a Sprite at the top visible Y coordinate?

  • Hi

    I'm working on a game set to full screen (scaled), which works great under normak conditions, BUT if I press alt+Enter to make the brower to go into total full screen mode, the wondow size changes and some things loose their apropriate position.

    Is there a way to detect when someone changes the browsers screen mode via alt-enter or a menu and auto correct things as it clearly did when starting up?

    This is NOT going from non-"full screen" to "full screen". These are two varients of "full screen"

    make sense?

    Yeah, I wasn't saying any of this was difficult to do with events (invulnerable while flashing)...I've done it countless times in several authoring systems. BUT, with the addition of "is flashing" , it will require far fewer events AND one less variable to get the job done. And sense getting the job done as quickly and as easily as possible is the point of Behaviors, thats why I requested it.

    Adding the ability to set the alternate "appearances" of the flash to diferent blitting modes would allow for greater variety and usefulness of the flash behavior, while keeping it still super simple to use.

  • Hey, that IS Awesome! thanks for the info.

  • How big are your animations (images, number of frames)

    It sounds like you're just using an unrealistic number and size of frames to get a good frame rate.

    However, once the Spriter plug-in is ready for Construct, this will help people avoid this issue. :) But you'd have to recreate your animations with Spriter...

  • Has anyone found promising wrappers for Mac or Linux so that we can eventually distripute our Construct games as native apps for those platforms?