Problem with floor and smartphones

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  • Hallo guys, i having problems with an asset in m game. The floor disappear when i run it on smartphone with cocoonjs.

    Description:

    I've objects that fall from top to down. At bottom i've a sprite with physics/solid behaviour setted to immovable.

    When i play it on browser everything go well but when i put it on a smartphone/tablet the floor with wich the assets that fall from top collide disappear.

    (this afternoon i tried to apply anchor too but it's the same)

    anyone can help? thanks

  • What do you mean by dissapear?

    Is the floor invisible or is the floor out of the screen or is the floor not responding to the physics?

  • floor is in place immovable.

    on smartphone it disappear

    <img src="http://i41.tinypic.com/2ytwy3b.png" border="0" />

    on browser

    <img src="http://i41.tinypic.com/sgomr8.png" border="0" />

  • no one can help?

  • do you have .capx to show?

    also are you using fullscreen?

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  • i'am using scale inner. I might share with you my project but is almost a full game, what do you suggest?

  • Screen sizes make sure you have read this

    for your anchor properties what are they?

    even a screenshot from in C2 showing your properties will be sufficient however .capx would be best

    "...Scale inner shows less. Since it prefers to cut off parts of the view, it never accidentally shows content outside the window... but you still have the opposite problem - it might cut off something that you want to be seen!"

  • I've read the post you linked several times.

    this is project proprieties

    <img src="http://i41.tinypic.com/24qkf4p.png" border="0" />

    that's my anchor propieties.

    the think i don't understand it's why all other items show proprely and this sprite not.

    <img src="http://i42.tinypic.com/20t2npl.png" border="0" />

  • Needs repeating

    NEVER use Physics with any other positional behavior. EVER. There are ways to make it work, but it's more effort than it's worth. Physics does not use the same rules as the rest of C2. Physics uses Box2D and is in it's own universe of position, collision.

    you can use set position with Physics, but avoid anchors.

    Anways

    remove Anchor from your Physics object. Remember that the game scales the window and the position may not be accurate. Find another method to move your Physics.Imovable.Floor.

  • I added it l8er, u know where things doesn't work you try anything out.

  • I haven't tried anchor in conjunction with physics sorry

    but using anchor with scale inner has worked in my prelim tests

    images

    1) properties

    <img src="https://dl.dropboxusercontent.com/u/86190469/prop0.png" border="0" />

    left edge = window left because you want your platform to be the same distance from edge regardless of size

    top edge = window bottom because you want the TOP of your platform to be the same distance from bottom regardless of screen size

    bottom edge & right edge leave NONE

    works for me and my text see

    2)

    <img src="https://dl.dropboxusercontent.com/u/86190469/prop1.png" border="0" />

    *EDIT* in PHYSICS properties prevent rotation set to no so when item hits with physics your platform would start spinning around the origin(imagepoint0)

    set prevent rotation to yes to ensure staying at 0degrees

  • When things on different layers start moving around unexpectedly one question comes to mind.

    Did you change the scale and/or paralex properties of any of the layers?

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