AnD4D's Forum Posts

  • Just an update to say this is still happening in r145. Hoped the tweak to the tiled bg expressions meant it was resolved :(

    Is it a bug? Or by design?

  • Sorry to bring this thread back up, but I have a question.

    I'm currently working on something using the canvas plugin, and when more than 50 sprites are added to the layout, my fps suddenly begin to fluxuate from 60 down to 30, and back up again, going back and forth. This is very noticeable when moving around.

    However, if my fps was at a constant 30, I feel you wouldn't be able to notice any slow down. Does this make sense?

    Ashley said there's no reason to limit fps. Does my situation give it a reason?

  • Is it possible to include a destination in effect on the falloff, which would allow textured objects to be in shadow until the light is over them, rather than just a black space.

    That make sense?

    If I convert one of the objects in this example, say the star to have multiple colours, it shows up even if there are no lights around.

  • Link to .capx file (required!):

    copy.com/U6YTYl63eC2LHQzX

    Steps to reproduce:

    1. Apply normalmap to tiled background (with textured version beneath (similar effect experienced when applied to layer.

    2. Run project.

    3. Drag select both texture and normalmap.

    4. Scale both in any direction.

    Observed result:

    1. When the project is run, the normal map looks fine, but the light result is reversed vertically. Horizontally, it can occasionally be off as well, but at least it scrolls in the correct direction. It was suggested that to resolve this, you need only turn the scale of the normal map into a negative figure and reposition it, but this is not a fix, and may require a lot of changes throughout project development.

    2. When scaled, the normal map again appears to be reversed. When you increase the scale, the normal map gets smaller, and when you decrease the scale, the normal map gets larger.

    3. The code for a normal map on a tiled background and a standard sprite can be the same, but generate very different results.

    Expected result:

    Normal map should not be inverted vertically, and should not produce unwanted results when scaling, both in the layout editor, and when a project is run.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: Can't even get normal maps to work

    Operating system & service pack:

    Windows 7, SP1

    Construct 2 version:

    144.2

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  • Very nicely done! Just need to think of a way to have the texture work well with the blocks, and then work it into a game :)

  • Does anyone have any wise words on how you apply and make use of a normal map on a layer?

  • Thanks anata,

    but that can't be the solution. Is this a bug Ashley?

    Anata, in the version you sent me, if you drag select the tiled backgrounds, and then scale the right hand side so it's half the size it was previously, and then try it again, does it work for you? For me, the light no longer follows the mouse.

  • anata Broken link:(

  • As far as I can tell, that won't help me if I plan on making the tiles any larger. Also, it's now upside down.

    Have I misunderstood. You mean to actually change the Y scale of the object to -512 in the layout editor?

  • Just read a bit of the manual, and it says that rather than applying effects to multiple objects, I should apply it to a layer.

    Any suggestions on how I should apply normalmaps to a layer?

    I've tried:

    ((Mouse.X-scrollx)/LayoutWidth)*100

    ((Mouse.Y-scrolly)/LayoutHeight)*100

    But as expected, it did not work :(

  • I've tried searching for this, but nothing has come up.

    Please see the attached:

    CAPX

    In the CAPX I have a tiled background with a normal map on the left, and a standard sprite on the right.

    I can't seem to get normal maps working as expected on tiled backgrounds. It all appears to be inverted. If you have a look at the code, the tiled and the sprite code is the same, however they respond differently.

    Also, I noticed that when I scaled the tiled background, in the editor it appears to shrink down and look odd, however at runtime it looks fine. It's just the inversion that is really the problem.

    I've tried looking it up. Are tiled backgrounds just incompatible with normal maps?

    I can work just fine with sprites, but figured it would be better to use a more memory efficient tiled background.

    Hope I've made sense!

  • > Does anybody know how to open a game which was saved with the higher version in the older one?

    xoros

    open the .caproj

    find the line that mentions "14400", rename to "14300"

    ghost - Open with what, sorry?

    Ahh, notepad or something. Got it!

  • :( D'oh, I'm seeing the same. Although mine is just a black screen when I export to HTML5.

  • ?????? ?????? ??? ???? ?? ???????? ??? ??? ????? ?? ??????? ??? ?????????? ??????.

  • Is this using canvas? I wouldn't have thought so.

    How simple was this to pull off? I'm getting over 30fps on my tablet, which is great. Shame not touch friendly.