StainedFluff's Forum Posts

  • Google's OAuth has multiple client id types, all for different types of hardware.

  • My game is supposed to be available on both desktop, and android. I want to use OAuth for an easy log in, the problem is that construct only accepts one client id, while I need multiple to use OAuth on all platforms.

  • Oh my project did use a fixed refresh rate! I'll try without.

  • When playing my game exported on Cordova my game runs 60 fps, but still stutters?? This doesn't happen on pc. Is this a bug, or is there any way to fix this?

  • Whenever I set my framerate mode to unlimited, the game is able to achieve ~800 frames, and never drops bellow 60, but whenever I set the framerate fixed to 60fps (my monitors refresh rate) the game's fps can drop to 40 fps when switching to a "heavy layout", and sometimes drops to ~58 fps whenever I do certain stuff. Why is this, and how do I fix this?

  • Thank you so much! I got it working, but I have one more question. I have "use mouse input" turned off, because I want to publish both on mobile, and on pc. was there any point to what I was doing before?

  • Okay, I am so sorry to bother you once again, but I am having issues with applying the example onto my project. The problem is that my project's resolution is way smaller, and adaptive. (210x90 max, 120x90 min) The Object that I'm trying to move is 210x120 in size. Another problem is that my project has both mouse, and touch support, meaning it wouldn't work on a pc export. also I'd like to move the object in both axes.

    I know that I am asking for too much, but would you be kind enough to help me figure these issues out, please?

  • This is exactly what I needed, thank you so much!

  • This isn't exactly what I'm looking for. I meant a menu similar to the android clock app, where the list of alarms will slide down if you swipe and your finger is removed.

  • In most games, after interacting with a UI element that is able to be dragged on the screen, it keeps the momentum and slightly slides. It is an effect that I wish to achieve, but I don't know how to. I use the drag & drop behavior to make draggable UI elements. (lists for example)

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  • (Replace constructscale with your variable.)

  • This worked! Thank you so much!

    for anyone with the same problem this is the code I used. (typescript)

    	
    // Import any other script files here, e.g.:
    // import * as myModule from "./mymodule.js";
    
    runOnStartup(async runtime =>
    {
    	// Code to run on the loading screen.
    	// Note layouts, objects etc. are not yet available.
    	
    	runtime.addEventListener("beforeprojectstart", () => OnBeforeProjectStart(runtime));
    });
    
    async function OnBeforeProjectStart(runtime : IRuntime)
    {
    	// Code to run just before 'On start of layout' on
    	// the first layout. Loading has finished and initial
    	// instances are created and available to use here.
    	
    	runtime.globalVars.contructscale = parseFloat(getComputedStyle(document.documentElement).getPropertyValue('--construct-scale')) || 1;
    }
    
    
    

    This allows you to have --construct-scale as a variable.

  • I'm making a mobile game and I need to move elements based on SafeAreaInset. The problem is that I do not know how to convert css pixels into in-game pixels. My game's default viewport size is 160x90, and I use letterbox scale with a specific set of aspect ratios to scale to different devices. The orientation is locked in landscape.

  • Yes, I am aware that setting the fullscreen quality to high does fix it, but it has several drawbacks. When setting the fullscreen quality to high a lot of effects work differently than how they would on low quality. And it does kind of make the game not pixel perfect.

    Thank you for your time by the way!

  • Here's a quick project showcasing the issue:

    drive.google.com/file/d/1yqPcAnUxM4fSvelsvtOP_DcMyGSHz6rQ/view

    You can recreate the bug by resizing the window.