Animmaniac's Forum Posts

  • Mipmaps are created from exported by C2 sprite sheets, right?

    So if you design your sprite frames so they all end up on one (or more) 1024x1024 (or any other power of 2) sprite sheet all should be fine.

    Yeah, I think you are right. I haven't thought about that.

    But I guess if you wish to see a smooth result on preview you will need to use power of 2 textures.

  • I don't recommend downscaling things in layout, instead make everything 2x and use a layout scale of 0.5. Tiled backgrounds doesn't allow scaling it's graphics, so if you downscale everything else the tiled backgrounds will still remain low resolution. Alternatively you can make everything 1x and only replace the image files directly in the images folder by a 2x version, I'm not sure if this only works after export though.

    If you want a smooth look on downscale make sure to use only power of 2 images so they get mipmapped. Otherwise they may display some artifacts similar to pixel aliasing. Play a little with the "Downscaling" option on project properties to see what works best for your project.

    In general it's better to use linear sampling for HD graphics, but if you are going for a pixelly look with blocked colors point sampling may look better.

    I'm not sure if the source image size affects performance, but the screen render size (canvas size) does if the "Use high-DPI display" is set to "no". By the way, I highly recommend setting it to no. You can then leave an option to adjust the canvas size (like set resolution) to get better performance for weak hardwares.

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  • Layout co-ordinates don't change as you zoom in. So this would mean as you zoom in to text it becomes blurry or pixellated, instead of increasing detail. It would look the same as putting some text in a Sprite object and zooming in very far.

    Yes, I probably expect more that this happens than the memory exponentially increasing due to zoom.

    I could perhaps add that as an optional mode for the Text object? Something like a 'Upscaling quality' property which can be 'Low' (no detail increase, goes blurry as you zoom in, but uses less memory) or 'High' (as it works now, increases detail but can use lots of memory).

    It's an option. However I would prefer if the texture was always based on layout coordinates and there was an additional parameter to set the texture's max level of detail. An integer like 2x, 3x... the size of the object in layout coordinates, with the texture size capped at 2048 or 4096 px to avoid crashing. This would mean that the text could be zoomed 2x, 3x... without looking blurry.

    The Tiled background also misses something like this, but more like a texture scale parameter similar to how the sprite font has. If you are designing a game with double size textures (to look crisp when the game is scaled to bigger screens), sprites looks crisp while tiled-backgrounds looks blurry. Currently only sprites allows double size textures while tiled backgrounds textures are limited to always be 1:1 to layout coordinates.

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  • The problem is when you zoom in it increases the detail of the text by creating a larger texture - the size of the object in screen space...

    Wouldn't make more sense if the texture size was based on the object size in layout coordinates? This would avoid things blowing up.

  • Yes. I need to store 16 weights and access them by a variable index. It's possible to use the front texture to pass the weights as a small sprite in the corner and sample the proper pixels, but then I don't have access to the front texture where the weight texture is. It basically will add a weight texture to the corner of the game, which is not acceptable.

    I need either a way to store and access the weights in shader code, or a way to pass additional textures to shaders.

    It would be great if we could add a kernel texture along with the shader files and specify a dependency in the xml. This would add so many possibilities:

    Or if it was possible to expose a texture param where the user could enter a project file to use as a texture:

    But while that's not implemented I think the only way is to discover how to store and access the weights by a variable index in the shader code.

  • I need a way to store 16 arbitrary values in a shader and output one of them depending on a 0-1 input range. I tried to use a 4x4 matrix and also an array, but none of them work. It seems GLSL doesn't allow to use variable indexes to access them.

    Searching the internet I found that the common approach is to use a texture as a look up, but C2 doesn't have any mechanism to pass additional textures to shaders besides the front and back samplers.

    So, what is the proper way to implement a look up table in a shader?

  • Forgotten Legendz

    Nice project!

    I only suggest lowering the contrast on the floor details a bit so you can get more depth on the scene and make the characters pop out more. It may also help in making the repeating floor patterns less evident and add some more atmosphere.

  • I need speech recognition on Android, but without showing any dialog. Your plugin currently displays the default Android's speech dialog.

    Any chance you could implement this feature?

    I found this non-official Cordova plugin which seems to do exactly what I need: single phrase speech recognition without displaying any dialogs. Could you implement it as a C2 plugin?