alastair's Forum Posts

  • Does anyone know if Awesomium works on Linux and Mac too?

  • Give it a test if you can, I'd be interested to know.

  • I think it's because your not doing pixel rounding for either/both the background and camera/scrolling.

    If you don't want to do pixel rounding, have each sprite use an extra 1 pixel on the right/bottom side so that the graphics overlap.

    Also if you're using any scale/zooming etc., always make sure you have 1 pixel transparent border around every single sprite (pressing the 'crop' button in the image editor will usually do this for you). Otherwise you get bad looking edges, which could maybe be the problem in this case.

  • It's awesome to see it finally working well!

    I'm getting 60fps, so maybe it's just his driver settings or something that's making it not v-sync'd?

  • FastSpring and BMT micro are both good quick options, doing it through paypal means it'll be more work for you.

  • I wonder if HTML5 performance will get much better, or if it will just be newer computers/devices with more power that will make it seem likes its improving.

  • V-sync tries to keep the framerate of the game in sync with your monitor's refreshrate/framerate.

    I reckon Awesomnium won't be good untill Decemember or sometime next year it seems.

  • Yeah I asked about the the rendering a few months ago. Ashley made a couple of replies:

    http://www.scirra.com/forum/rendering-scale-question-rsq_topic53800_post336524.html

    But this is the choice quote of the topic:

    could change this, but it could be quite complicated, and even modern phones can handle this kind of drawing so I would prefer to leave it as it is.edited><editid>alspal</editid><editdate>2012-10-06 23:50:19</editdate></edited>

  • I've only seen indication that Green Light is for games not "software".

  • The gamepad object is missing the expression "button index: returns the index of the last button pressed" (need this for Axis index too).

    Also, the conditions "Is button down", "On button pressed", and "Compare Axis" need to be changed from a list of predefined choices to a field that allows for variable values so we can use a button index (or allow for the user to choose between either variable field or the predefined list.)

    This will allow for creating custom controls.

    If this is something that's unlikely to ever happen (or is not possible due to HTML5 limitations,) that would also be good to know so I can consider alternate methods.

  • I thought it was just Ashley coding C2, with Tom on the business side.

  • They don't mention the graphics anywhere, or even provide mockup. Sigh...

  • Basically the less realistic or simpler you make something appear (gore, violence, hurt, weapons, humans, anything etc.) the "friendlier" it becomes ? for instance replacing all the bullets and characters in Call of Duty with cubes wouldn't appear violent to the masses even though all you're doing is changing the textures/mesh.

    Another example: They made Tetris friendly to kids by using cubes, imagine if you replaced all the squares in Tetris with pieces of human flesh and when you fill up a line of flesh it ruptures and spills blood everywhere.

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  • Basically 'set animation' is working how it seemed it was originally designed to, cool. I think it was just the description (or lack of) in the changelog that had me confused initially.

  • My animations weren't playing right and jittering (I uninstalled straight away after noticing that,) I have a few animations that were being set to playing from the 'animation finished' trigger but most of them are just like Joannesalfa's (random conditions.)