Ejecta Thread

Discussion and feedback on Construct 2

Post » Wed Jun 26, 2013 10:29 pm

@lazybed Hi there! Well, actually were having a bit of a problem with the resolution size. Ive started the project with the resolution of the iphone 3g 320x480 and used the letterbox scale mode inside C2.
Weve tested in iphone 4s, iphone 3gs and on the new ipad without problems except that theres a white border showing on the bottomof the ipad, because of the ratio differences, but I think I can work something out using the anchor behavior on the GUI elements.
About the retina sized art, I didnt have any problems with that yet, but Ive not yet sent the app for apple approval.
I think this process is automatic, heres what the manual has to say:

Use iOS retina display
If retina display is used, the game will render using the full resolution of the device, and the window width and height will be double (so you must support different window sizes - see supporting multiple screen sizes). If not used, the game will render at the lower resolution.

Maybe @ashley can give a better answer about the retina display issue?
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Post » Thu Jun 27, 2013 3:59 am

@sheepy Thank you for the incite you've had so far. I just reread this article and it's making more sense now that I heard your answer. Not sure if you've seen it or not. here is the link. The second page goes over anchoring objects and the like https://www.scirra.com/tutorials/73/supporting-multiple-screen-sizes

I guess there isn't a simple answer to it. Starting at the smallest screen size of the 3gs makes sense with the retina display option since it does resize art for bigger screens. And then just figuring out what parts to anchor and having a big enough background to cover the stretching of ipad to 4:3 ratio or the stretch on the iphone 5.
lazybed2013-06-27 05:03:03
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Post » Thu Jun 27, 2013 4:43 am

I use scale outer mode. Only adjust Y position of HUD.
Calculate adjust distance by windows size
And set HUD position at layoutstart
for example:
Default screen size: 1136 X 640
on layout start ->
adjust_Y=0
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Post » Thu Jun 27, 2013 4:46 am

sorry miss some content.

for example:
Default screen size: 1136 X 640
on layout start ->
adjust_Y=0
if WindowWidth/WindowHeight < 1136/640
set adjust_Y=defaultHeight/2-defaultWidth/WindowWidth*WindowHeight/2

set HUD y default Y + adjust_Y (HUD on top)
set HUD y default Y - adjust_Y (HUD on bottom)
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Post » Thu Jun 27, 2013 7:12 am

@Nofish Thank you for the answer. Have you been able to test that on any smaller screen sizes to see if there is any negative effects such as the iphone 3gs 320x480 or iphone 4/4s 640x960 size? I am wondering if the smaller screen sizes would cutoff a lot of the screen if you start at the larger size layout of the iphone 5 or if it properly adjusts. Just trying to figure out best practice for starting out if its better to use iphone 5 size or use the smallest size iphone 3gs and letting construct scale it up for everything else like @sheepy had done.
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Post » Thu Jun 27, 2013 8:02 am

I did not test on iphone 3gs.
My project default screen size was 1136*640.And I test it on phone 4s and IPAD1.It show perfect.


You can also and do some Calculate to adjust X postiton.

Use Anchor behavior to adjust HUD is not a good way. You will see the HUD flash to the position when layout start.
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Post » Thu Jun 27, 2013 8:31 am








The out range you can use some tiledbackground.
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Post » Thu Jun 27, 2013 2:36 pm

@nofish thank you for the insight ;]
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Post » Thu Jun 27, 2013 3:32 pm

I can't provide any help solving issues - one of the factors it's so time-consuming and annoying dealing with DOM-less google is because there are no excellent debugging resources like Firefox has.
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Post » Fri Jun 28, 2013 6:00 am

@Nofish Thank you. Your game looks fun, is it available to play online or in the app store yet? I see what you mean by the screen shots how the size works out on different iphones and ipad. How large did you have to make your character sprites/tiles, 64x64?
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