alastair's Forum Posts

  • Do I need to bother selecting quality of the OGG file if I'm already importing an OGG file?

    Do you reckon it'll come in time for the summer sale? We missed the christmas one!

  • purplemonkey I'm not sure what you're trying to do, as Animmaniac pointed out you can't actually do what I was going for without using something like the Canvas plugin.

  • Do all the objects have to be on the layout already for it to work? Can I create an object from a different layout?

  • Oh nice, it's good to finally see a Steam plugin for C2! I hope it won't be too much work to get it working for Mac too.

    Hopefully this will be ready soon, now that NW.js is looking decent.

  • Single/static images: use power-of-two size. Unless you change the setting "downscaling quality" to "high" which forces all exported images to be padded to a power-of-two size.

    Sprites with 2 or more frames: any size. Because they'll get turned into a power of 2 sheet.

    Tiled backgrounds: power-of-two size.

    Unfortunately we have to wait until WebGL 2.0 comes out before this silly power of 2 limitation is removed, however that may happen sometime this year.

    Source:

    Is the nwjs team even aware of the problem yet?

    Thanks for posting the issue again, it'll be good to keep track of the progress!

    fqbx31cv

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  • Thanks R0J0hound and oosyrag, much appreciated!

    Here's a .capx of what R0J0hound did, I tried your code but your max/min thing is a bit weird to me since it seems to make the Amount value snap instantly to 0 and 1? However when I use clamp it works fine.

    Yeah oosyrag, that's a good idea! Since I know that sin and cos are like that, I tried using cosine for the scrolling amount and while it isn't perfect it seems to work pretty well, thanks!

    edit: didn't notice your edit, your zoom is very straight! That works well, thanks.

  • Goal: I want to smoothly zoom in/out WHILE scrolling to a point point, WITHOUT it feeling wonky or swingy.

    What math formula can I use to achieve this?

    Problem: It feels like the camera is doing a curving swing rather than a straight zoom. I'm currently only using a basic Lerp formula for this.

    Capx, showing my attempt using Lerp:

    Visual illustration of how I would ideally like it to work, if I was good at maths:

    The thick red lines representing the final and starting zoom sizes.

    I'm hoping the next beta update will have an updated working one

  • Only during preview.

    I haven't found that to be true. Maybe I've been doing something incorrect somewhere? If that's actually suppose to be a feature, then I suppose I'll submit it as a bug report.

    Example (capx):

    As you can see, the power-of-two sized sprites move/look smoother and with less pixel jitter. Without being that square size, it seems as if it's doing "point" sampling rather than "linear"!

    Anyway, I hope WebGL 2 won't take too many years, so we can get this one improvement!

  • Yeah it's a shame it's inefficient, but non-power-of-two sprites aren't smooth or render as well as power-of-two when scaled/zoomed out. Sometimes quality matters!