Ashley's Forum Posts

  • Just use the Kongregate object, that's all we support of the Client API at the moment.

  • I didn't have any of those problems on my HTC Sensation running Android 2.3 - which phones did you have trouble with?

  • Also can't reproduce in Chrome 18... shall I close this?

  • This is not a bug, its a logic error with the order of your events.

    Does foo = 0? Yes, so set it to 1.

    Does foo = 1? Yes, it just got set to 1. So set it back to 0.

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  • This is a common graphics card driver bug. Try updating.

  • That's odd, I'll try another test soon...

  • It looks like a bug with the minifier. Can you try unticking 'minify script' and see if it works then?

    Edit: it does actually look like a problem with your server. Try visiting one of the images directly:

    http://www.burnburnburn.square7.ch/myalfaxx/images/sprite9-default-006.png

    Comes up as a broken image.

  • DalekAddison - that's what the fullscreen scale mode does.

    cesisco - the actual game viewport is not 960 x 640 - see the status bar at the top! That takes up some of the space so the actual game size is probably only something like 960 x 620. That has changed the aspect ratio so the problem is the same!

    Since a lot of people run in to this, I've updated the supporting multiple screen sizes tutorial with this section:

    b]A common gotcha - aspect ratios on mobile

    Look carefully again at the above pictures - notice Construct 2 does not change the aspect ratio of the game. It zooms the window to fit, but if the view is too wide, gaps appear at the side. If the view is too tall, gaps appear at the top and bottom.

    This means if you draw a background which exactly fits one aspect ratio, then run it on a phone with a slightly different aspect ratio, gaps will appear at the sides. Note that some mobiles and tablets will be displaying an address bar or status bar at the top of the window, which will change the aspect ratio again.

    This is the same problem faced by TV producers. There are many TVs out there using aspect ratios of 4:3, 16:9 and 16:10. If a producer films a TV show only in 4:3, on a 16:9 TV there will be gaps at the sides. Similarly, if you draw a background exactly fitting one phone's window, then run it on another phone with a slightly different aspect ratio, gaps will appear at the side.

    TV producers solve this problem the same way you should: everything is filmed in the widest aspect ratio 16:9. Then for other displays it's cropped down. For your games, basically you need to make sure you draw backgrounds a little wider (or taller, depending on orientation) than the window size, to ensure no gaps ever appear.

  • rgros, what do you expect to appear in the left and right side of the image? Construct 2 will not change the aspect ratio and resize it wider, that would be terrible for many games. If you want the game to fill up the sides then you should draw it wider. But I think it does not matter because on an actual phone it will fit nicely.

    cesisco - I assume you have the same problem. Does the phone aspect ratio match the aspect ratio of you game window? If not, then you'll need to draw your backgrounds and images wider to compensate.

    For example, if you design your game for a square window at 400x400, then export it to a phone with a display twice as wide (800x400), what do you expect to appear? Stretching it twice as wide would look really ugly, so C2 scales it up and centers it. This means sometimes there's gaps at the side, and if you haven't adjusted your artwork to fit, the space will be empty.

  • #5 must come before #4 because otherwise your example would work!

    'Wait 0 seconds' postponing to the end of the tick is by design, I thought if you wanted to wait no time at all you'd just delete the action! :) Sometimes it's handy to have an action in the same event postponed to the end of the tick so the other events get to run - I thought it would be useful for that.

  • I have reproduce the bug in Chrome and reported it to the developers.

    http://code.google.com/p/chromium/issues/detail?id=121682

    Will have to wait for Chrome to fix this one I'm afraid.

  • cesisco yes it should fit, what do you see though?

  • Eh, it's annoying, if you zoom the browser view we have no control over sampling so it will probably just do linear. So you have to view the game at 100% zoom in the browser.

    While 'GPU canvas 2D' was an experiment, you can make no guarantees about anything like this, because they may consider the fact it used point sampling as a bug and fix it for the main release.

    WebGL still has a power-of-two texture limitation for tiled textures only. So tiled textures will only look perfect at a power-of-two size in WebGL mode. If you switch back to canvas 2D then you have no control over sampling at all.

    I know this is a pain and I've been on the standards mailing lists pushing for better control over this, but it's moving slowly.

  • Looks like a bug in Chrome. Doesn't happen in any other browser. That's a pain, I'll make a Chrome bug report later.

  • Please link us to your exported game so we can check it out ourselves. It sounds like you just forgot to upload your images and media folders though.