oosyrag's Forum Posts

  • The huawei p30 pro has a notch. Have you set the viewport fit property to cover?

  • If you want to use scale inner, you'll design for 16:9 and have to make sure that no gameplay elements are in the outside 25% on each side, knowing they could possibly be cut off on a 4:3 screen.

  • Use on touch start as a condition instead of on tap guesture.

  • In the case where your background image is important as "content", you can use another background behind that as a filler that extends. You can think of this as a "picture frame" for your background.

    When trying to design for the squarest and widest aspect ratios together, often times you'll need to extend your background nearly 50% more to cover 16:9 from 4:3.

  • File a bug report at github.com/Scirra/Construct-3-bugs, following the guidelines.

    Or if it's too troublesome, then just use the latest stable instead of the beta. You can always use a version of Construct where your project still worked.

  • The render mode layer option is there to literally force the normal rendering of 3d to break. See the "Using 2d layers" section in the following.

    construct.net/en/tutorials/using-3d-construct-2746

    Use another layer.

  • khronos.org/webgl/wiki/BlacklistsAndWhitelists

    wiki.mozilla.org/Blocklisting/Blocked_Graphics_Drivers

    I believe if you buy a graphics card today and use up to date drivers, it will be difficult to find one that doesn't work with WebGL.

    Even if you're aiming for a low end graphics card, you'll probably be fine if you don't buy something that was made more than ten years ago.

  • You may have come across this article, which you should follow - construct.net/en/tutorials/supporting-multiple-screen-17

    Was there anything that you didn't understand exactly?

    If you use scale outer - design your game for the "squarest" aspect ratio, while allowing extra backgrounds so that they extend past the normal playable area for wider devices. (This is generally industry standard, afaik)

    If you use scale inner - design your game for the "widest" aspect ratio, and prepare for the edges to get cut off when viewed in devices with squarer aspect ratios.

  • In that tutorial, Tom used subfolders in his project to organize added objects. If your touch object is not in the "input" folder, it won't show up when you go to add actions and go into the "input" folder. To move it in there, you can just drag it into the folder in your project bar on the right.

    Otherwise, it should work fine even if it isn't in the input folder. Just add event - and look for the touch object in the initial list.

    If you haven't added the touch object at all yet, you can do so by right clicking "Object Types" (or the "input" subfolder under it) in the project bar, and click the "+ Add new object type" option.

    Edit: Note that using subfolders for objects is not always necessary - I've never bothered with it myself.

  • Add the persist behavior to the objects you wish to retain their state when returning to the layout.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/persist

  • Did you add the touch object to your project?

    What tutorial are you following?

    You should definitely start with one of the official beginners tutorials.

    construct.net/en/tutorials/beginners-guide-construct-1

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  • Since everything else works, I'm going to guess it's just a matter of the host not running the event/action to either create an object for the late joining peer, or associating the correct peerid to it. The peer client update and sending client state is likely working fine, and the host is just not applying it's inputs.

  • Do you have a minimal project with the issue? Multiplayer projects are hard to debug even with the project, and next to impossible with just a description. There's just so many possibilities that could result in problems.

    Edit: For starters, a "client update" is not something that is received, but sent. Client updates happen every other tick at 60 fps. If you try to send any inputs or allow movement before the first client update happens, things can break. You can use the "is ready for input" condition for this. No idea if this is your problem without looking at the project though.

  • For physics you'll need a separate set of objects for each layer, with the proper collisions between objects enabled.

  • construct.net/en/make-games/manuals/construct-3/behavior-reference/solid

    Tags

    An optional list of tags to apply to the Solid, separated by spaces. This is referenced by the Set solid collision filter action, allowing collisions to be enabled and disabled with different sets of solids.

    Set solid collision filter

    Enable or disable collisions with the Solid behavior according to tags. Specify tags using a string of space-separated tag names. In Inclusive mode, collisions are only enabled with solids that match any of the given tags; if no tags are specified, collisions are disabled with all solids. In Exclusive mode, collisions are disabled with solids that match any of the given tags; if no tags are specified, collisions are enabled for all solids (the default).

    For each objext on layer a, set solid tags to "a", ect.