Mike at BrashMonkey's Forum Posts

  • 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.

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  • 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?

  • 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?

    • Post link icon

    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?

    • Post link icon

    Tokinsom,

    The discussion about using frames of animation for flahing was specifically for solid color flashing, and NOT invisibility flashing.

    The whole point of behaviors is to reduce the need for events. The whole point of Construct is to reduce production time and let people spend more time and energy being creative with the least programming grunt work.

    I'm glad Ashley is making the already useful Flash behavior drastically more useful. Saving our time and effort so we can make better games faster ad with less events is never "entirely unnecessary"...in the same way that Construct is not "unnecessary" because we have C,Java, Action Script, Basic etc.

    • Post link icon

    Hi Ashley,

    Thank you so much! This will really make temporary invunerability super easy to handle, less wasted events and variables. You rock!

    for a fully animated platformer or fighting game player it would be a massive waste of vram and file space to have flashing versions of every animation etc...AH HA! How about flashing between two render modes! Like you can designate: appearance 1 and appearance 2 instead of just "visible" and "not", and each appearance could be set to either invisible or any of the current rendering modes (ink effects)

    That would be incredible!

    • Post link icon

    Hi Constructoids,

    I think the following two conditions would make the Flash Behavior super-awesome:

    1) Is flashing

    2) Has flashing finished

    Presumably, the runtime already knows this info, but we construct programmers can't check these conditions. Then we wouldn't need to use multiple additional events to count down a variable to keep track of when the player is no longer invulnerable etc.

    Lastly,

    I and many others would LOVE it if we could choose to flash either to invisible OR just a solid color... just by using the sprites current alpha channel and replacing all color data with a specified color.

    Pretty please...... :)