tarek2's Recent Forum Activity

  • Most games ignore the system scaling setting and don't resize their content. Besides, in a mobile game I need to make sure that touch controls are always usable. I can't just scale things down without knowing the physical screen size. The same button may be fine on a tablet, but will be too small for mobile phone screen - impossible to control without a pen.

    I agree, have the same problem and is quite frustating.

    I have been trying for years to fix this issue without any luck, as any workaround that I tried was unpredictable in how it would behave on each device, so I always went back to a default setup without making any adjustments.

    Therefore I have to decide:

    1-Make the buttons look good size on PC but it will break on phones as they look so tinny and hard to touch and drag.

    2-Make the buttons look good size on Mobile but they will look huge on PC, like you can see and feel that the size is disproportional and not making sense.

    I tried to adjust per device but it's quite insane.

    A lot of work for something that sounds like it should have an easy solution by now since the gaming industry is huge and generates the most money.

    Not sure if this could work but wouldn't be a solution to add to the layers and extra ScaleRate which will affect only how the layer scales according to device resolution.

    100% = Is normal and it will scale as it does now

    50% = anything on that layer will only scale 50% according to the resolution

    This way we will have more control on how we want some parts of the game to scale up, like UI etc...

  • Pretty cool card effect!

    I gave it a try too, as I'm curious about how was done ))

    Here is my try:

    https://www.dropbox.com/scl/fi/bhikucfr47rnm8oe5oejs/1-Card-Effect.c3p?rlkey=xwq50umqo9c3u6mdo7eu9ijuz&dl=0

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  • noman Khan

    Hi

    Not sure to which example you referring exactly but for the names you tagged I think it refers to this thread:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/text-input-box-part-styling-175469#forumPost1087095

    I updated the broken links on that thread, I hope it helps.

    How C3 users are able to monetize their games wouldn't be an afterthought like it fells now, it would be the #1 priority.

    I agree 100%, all these years requesting this to be a Top priority but we are still on the same point it shocks me!

    The only fully working, relatively easy monetization option in C3 afaik is mobile. I personally don't care about mobile and never really looked into it, so I just assume it works, because I didn't hear much complains about it.

    ...besides the usual iOS pain.

    iOS has been totally broken for quite some time:

    There is nothing worse than to find out that you have worked for 3+ years on a game targetting as your main platform iOS and when you are finishing out you find that that platform is completely broken. We had to ditch iOS and target another platform because we knew this was not gonna be fixed any time soon.

    Here is the bug report:

    https://github.com/Scirra/Construct-bugs/issues/7626

    It's been two months since a bug was filled with webkit but they never even replayed.

    https://bugs.webkit.org/show_bug.cgi?id=268250

    C3 Team needs to find an alternative export option for iOS as it is always broken and WebKit doesn't care to fix their issues as some bugs take 1+ year to fix, if they ever get fixed. This is not the first time this has happened and I dont think will be the last, basically each iOS update there are issues, if you look on the forums for threads you will find many iOS update issues that took a very long time to fix.

    The problem is not the C3 license price, the problem is when you finish a game you cannot monetise because most of the time those platforms have issues exporting to them. I know they always say "but is not C3 fault" though we the developers are not asking who is at fault is, but instead, we are asking to find an alternative so we can monetise our games regardless of whose fault is. It's been many years with this issue yet there is no solution and when you see plugins being added that a lot of us are not gonna be using, but to monetize to some platforms is still an issue due to the bugs is really frustrating. I honestly dont care about the new things being added, I would prefer you to fix the issues on those platforms so we can monetise our Games, I wouldn't mind you stopping adding new things to C3 for some time to fix all the monetisation and platform issues. To be honest we shouldn't have to say this as it should be a top priority for the Game engine team but the problem is the developers agree with this way of developing with C3 otherways they will raise their concerns more often.

    Every C3 Game we tested have the canvas bug issue yet no one cares:

    Here is some:

  • This is a deliberate restriction by Apple. Construct will happily run at more than 60 FPS if the browser/system allows it, but Apple have limited the framerate in Safari to 60 FPS. Apple ban other browser engines on iOS, so all other browsers on iOS are just wrappers around the Safari browser engine, so none of them can escape the restriction either. That's Apple for you!

    I wonder how much could improve Construct games on iOS if they allow a full Chrome browser worldwide and not just EU, will that get any benefits for Construct devs targetting iOS? For example, more stability when a new iOS release therefore fewer Bugs? or will it not change anything?

    developer.apple.com/support/alternative-browser-engines

  • I'm also experiencing continuous crashes for a while, by:

    -Exporting to html5

    -Exporting to NW.js

    -Also, by just hitting the save button

    I uninstalled Chrome and freshly installed it again without any extensions etc... But still keeps crushing not sure why. I disabled everything like Antivirus, etc... but still no luck.

    I opened a bug report here:

    https://github.com/Scirra/Construct-bugs/issues/7445

    This happens even with new empty projects as I show in the video that I posted there.

    Not sure if yours is related though you didn't provide much info, like which platforms are you exporting to etc...

  • I did an example of how to add text logs dynamically and scroll them with a slider that may help you or at least get some ideas.

    Here is the link:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/text-input-box-part-styling-175469#forumPost1087095

  • Thanks, it seems a bit convoluted way to stop the top loop, but it does work ok.

    Np

    Once you understand how it works it becomes natural.

    I had seen posts with ashley mentioning to leave the loops on same event for nesting

    My guess is he was referring to when you dont need to stop the Loops accurately in that case you can leave the loops on the same event.

    The loops have been working like this since Construct 2:

    You can run a test on C2 and see that it works the same.

    Here is an example:

    https://www.dropbox.com/s/66670ci76rbaxdz/Stop%20Loop.capx?dl=0

  • Check that all the Gameplay layers are at the same Parallax value. It looks like the big character BG could be in a layer with Parallax (0,0), this is the first thing I will look at.

  • When you use the "stop the Loop" it will stop the loop on that current scope so because the "CheckY" loop is the bottom one is the one that stops.

    To avoid this I like to split them into two nested loops so you can stop them independently. To stop the top "CheckX" loop I use a boolean or variable.

    Here is an example:

    https://www.dropbox.com/s/vlfct3k6wpvaxwi/CanvasFindPixel2.c3p?dl=0

  • Hi Ashley

    Has this issue been fixed?

    That bug report is from "Jun 12, 2020" nearly 3 years and is still not working for me.

    I tested on a Galaxy 8 and it always returns 0.

    Tested both (Web export & Android Debug APK)

    I spoke to other devs and say that the "Native version" should work so why can you not implement that?

    Also, someone made a plugin here:

    https://github.com/totalpaveinc/cordova-plugin-insets

    I dont know the person, why not implement it as an official?

    How long more are you planning to wait?

    As this is an important plugin it shouldn't have taken that long, it's hard to place the UI without this info.

  • Thank you! Sorry, I'll try to make that next time.

    I'm gonna look into that plugin. I also got advised on reddit to use tween and have been looking into that. Have it installed but still figuring out how it works. Which one do you think is better for what I'm doing?

    Funny I was gonna recommend you that too the "LiteTween"

    Both are really good.

    I use the MoveTo the most but you may find LiteTween more useful as that is not just for moving staff as it is used normally for tween objects.

    MoveTo is my favourite for GamePlay and some UI moving etc... You will see why when you test it.

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tarek2

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Member since 26 Jan, 2016

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