Animmaniac's Forum Posts

  • Just released the effect here: http://www.scirra.com/forum/effect-alpha-threshold_topic57568.html

    You can check the updated demo with the fire effect included below:

    Alpha Threshold Demo

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  • Finally got the time to release this.

    Description

    Alpha values below the threshold are converted to transparent and above to opaque with a smoothness control.

    It's useful to simulate metaballs when applied to a transparent layer and get fluid-like effects. When combined with physics can simulate a pseudo liquid, and with particles can simulate fire.

    Parameters

    Threshold: Alpha threshold from 0 to 100. Controls where to put the edge based on the opacity value.

    Smoothness: Controls the smoothness of the edge.

    Flat Colors: Set to 1 to unpremultiply the colors and make them flat. 0 preserves the black shading caused by premultiply.

    <img src="https://dl.dropbox.com/u/7871870/construct/Effects/alpha%20threshold/prr-alpha-threshold.gif" border="0">

    View Demo

    Downloads

    Download Effect

    Download Demo capx

    How to Install

    Just drop the two files under your "Construct2/Effects/" folder.

  • The 2D map seems just like a level editor, I think the runtime read their positions and create 3d objects accordingly later.

  • I think adding a percentage parameter with a 'lock aspect ratio' would solve it quite well:

    <img src="https://dl.dropbox.com/u/7871870/construct/image-resize-01.png" border="0" />

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  • In my desktop I get a significant difference depending on the size of the images, the size of the canvas, and the size of the browser window.

    My PC configuration is:

    Intel Core 2 Duo E8400 3.0 GHz

    4 GB ram

    Nvidia GeForce 9400 GT 512mb

    Win 7 32 bits

    I will try to prepare a benchmark to have quantitative data to analyze, but I already made individual tests that resulted in fps drops related to the factors that I stated above.

    Regarding setting 'point sampling' and 'letterbox scale' it works well for pixelated graphics, but for digital painting or vectors the blurriness normally looks better for upscaling than the blocky look. Then a sharpen filter can enhance the acutance in machines that support it.

    sqiddster

    Probably there will be a small drop in performance for every effect that you use. I used this trick in CC and I normally got good results.

  • Because you would need much bigger graphics to render 1:1 at 1080, and bigger graphics means worse performance.

    So I recommend designing your assets to be at maximum 720 at 1:1, and upscaling for bigger resolutions. With the sharpen trick the graphics still looks very good even upscaled.

  • It's more probable that it will look blurry, but then you can minimize the perception of blurriness by enabling a sharpen filter on the layout when the display resolution is bigger than the original.

    I wouldn't recommend going bigger than 720p for the time being, the drop of performance to 1080 is high, and you can use that extra performance to polish better your game and ensure responsive gameplay.

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