part12studios's Forum Posts

  • any thoughts on this Ashley?

  • ooo yes ok thanks great suggestion!

  • Hi there, I have a little runner / platformer that i'm pretty happy with, however I'm using the vanilla platformer jump and of course it's very static.. Just trying to come up with a simple way that would allow me to vary how high the player jumps based on how long they press the screen.

    In my case running speed is constant (think canabalt) so i'm not trying to do EVERYTHING like mario but just the jump idea of press and jump with a tap vs a short touch or long touch all yield some different results.

    Thanks,

    Caleb

  • thanks Ashley, good to know that. :)

    would it be possible to make debug as a default option in the next update?

    just be a nice to have a choice to make it default.

  • I was going through the options and debug as default for new test builds doesn't seem to be an option that i could find.

    I've found myself wishing i could always load debug as it's just nice to not have to do the drop down each time to find the specific debug build choice.. would be nice to just click play and always open in debug

    Thanks,

    Caleb

  • Very interesting article today

    go.amazonalexadev.com/MX1I0902E97kw00Qw0xF0w1

    Html5

  • what i'm trying to achieve would be to have the screen be full screen letterbox on mobile, but on pc / mac have it be in integer letterbox.. but i'm not sure how to reach that level of the project.

    I'm trying a few things but between scale and canvas size i'm still not having luck.. if i turn scaling off then the project appears left justified..

    integer is generally great but for smaller mobile screens i'd like them to take advantage of full screen while i prefer pc not fill screen because if pixelation.. i'm making the art specifically for 1024x768

    part12studios.com/games/p12/p12_03

    i'm not super concerned about mobile friendly design.. but i thought if there was an easy way to do full screen for mobile, that would be helpful.

  • ah that's great. i can see some ways i could probably work around it but i take it that "project properties" can't be changed from a runtime state?

  • Also i'm curious if there is a way to detect if the browser is mobile vs pc.. i'd like mobile to scale to but have fixed resolution for pc..

  • yea scale integer is good, however my concern was if my layout is 1024x768 (xvga) i was concerned a large enough monitor would scale up to 2048, 1536, but i just tested on my 27" imac (pre-retina) and it didn't get large enough so i suppose that should do it, i ju

    That article i've read before but it's really focused on mobile/screen shapes.. i'm actually making a website using C3 so i just wanted to see how i could position the canvas inside index.html

    I'm super rusty with HTML and never got well acquainted with css. However the integer option should work well enough for now. :)

    Thanks!

    Caleb

  • Hi there, I was trying to poke around inside a given html5 export and trying to figure out where i could do something like

    P { text-align: center }

    css command to just insure that the game is centered on the screen.. vertically and horizontal would be nice but horizontal for sure.

    I'm disabling fullscreen mode, but noticing that it's left aligned when this is the case.

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  • that did it! i thought my condition would work, but i can see how your approach is more active.. i thought it was constantly checking when i would use the kind of comparison i did.

    Thanks!

    Caleb

  • hey there, sorry got caught up with some other stuff.. so no problem, yes i think overall i have it based on the examples i worked with and i've managed i believe to strip it down as easy as possible.. but yea this behavior baffles me but of course it's probably something simple, i just don't see why it would do what it does.. with my limited understanding of the multi touch system. here's the cp3

    dropbox.com/s/2rjhj4x7q9jnnaw/sf_hand_orientation.c3p

  • just making sure. you did test with a touch device right? put fingers down on both sides? see what goes wrong? the orientation of the hands are good if you only touch one side or the other.. but if you touch one down (keeping on screen) and then the other one.. the orientation of the 2nd one is off.

  • yes but not "drawing.. i just want a single object (hand) in this case be locked to one box while a second hand is locked within the range of the other.

    The game i did (cyball) was more like a paint function.. i adapted the example from that project to this.. technically i'm "painting" hands but destroying them because i was having trouble figuring out how to draw and pin a single object with the same core logic..

    there is a "left hand" and a "right hand" graphic so the hands differ on the left and right because i'm just flipping to the "red" or "blue" animation..

    but notice how it behaves if you touch on one side.. and then the other side.. the 2nd touched hand gets confused and defaults to the first hands orientation point.. but doesn't do this when it's just one or the other hand.