Asmodean's Forum Posts

  • You call it in 'set value':

    ... System|Set myVariable to Browser.ExecJS("myFunction();)

  • That's not the fault of construct or webGL. That how mobil GPUs are build. They are sharing the memory of the CPU and GPU and that can cause problems.

    In general, you can assume that you will get performance close to native apps for the GPU side, as the WebGL graphics API uses your GPU for hardware accelerated rendering - there is just a little overhead for translating WebGL API calls and shaders to your OS graphics API (typically DirectX on Windows or OpenGL on Mac or Linux).

    This is a snippet of the Unity3D Manual.

  • I don't think this is a bug. Shader-effects have a huge impact on the fill rate and most mobil GPUs are to weak to handle that. I don't would use shader-effects on mobil games at all.

  • You can force chrome/nwjs to ignore the gpu blacklist. I don't know if it's by default in nwjs or maybe older version have other blacklists. However, if the blacklist is ignored doesn't mean that it work.

    I think WebGl has to be supported direct in the GPU driver. On the khronos webside there is nothing about opengl support to use webGL. If you want to be on the safe side for webgl support you have to follow the information on the khronos webside.

  • hi guys,

    i have some questions about exporting in nw.js for old window OS like XP and Vista.

    my first question is: Can i export for xp and vista by installing an old version of nw.js?

    second question: If this is possible, which of the many should I download and install instead of what I currently have? What is the latest compatible on XP/Vista (https://www.scirra.com/nwjs)

    Version 0.14.7 is the last one with XP support.

    Legacy Support : https://nwjs.io/downloads/

    [quote:2z8wlkxz]

    The last question is a bit generic, I would like to know if playing a game builded on C2 and exported with nw.js requires some particular hardware requirement, such as a video card that supports openGL 2.0 rather than 1.2, etc.

    Thank you in advance for anyone who wants to respond

    All GPUs that are blacklisted doesn't work:

    https://www.khronos.org/webgl/wiki/Blac ... Whitelists

  • At the moment you set the Sprite at the position in tiles not in pixels. You have to convert it back in pixels like:

    Sprite | Set position to Tilemap.TileToPositionX(Tilemap.PositionToTileX(mouse.x),......

    Or you could use snap:

    Sprite | Set postion to Tilemap.SnapX(mouse.X),.....

  • megatronx

    I don't think that's possible with the sources from your link. These depends on node.js, because of that it's not possible to import the scripts as javascrpt-files in Construct2. To make it more difficult there are dependencies to binary-files, otherwise it would maybe possible to make one javascript-file without dependencies from node.js.

  • My wild guess:

    I guess your game has a very low resolution, like 320*200. The monitor/display you are using has full HD or higher. With pixel rounding the pixels jumping for example from the original x-position 100 to 101, but HD has a 6 times higher resolution. So on your display the pixel is not jumping 1 pixel but 6 pixels and this is notable.

    You could try to put scan lines over the layer or some kind of scaling filter, but shaders can use a lot of fill rate and make your game unplayable on mobil.

  • kiugetski

    In C2 the SetColor Effect has 3 parameters R, G and B. In C3 it has only 1 parameter. You have to use the rgb-command with the same 3 parameters as values.

    In C2 it looks like that:

    Parameter 0 has the value: 255 - (smiley.HP / smiley.MaxHP * 255) that is your R(ed) value.

    Parameter 1 has the value: smiley.HP / smiley.MaxHP * 150 that is your G(reen) value.

    Parameter 2 has the value: 0 You don't set any B(lue) value.

    In C3 there is only one parameter for SetColor but that expects a rgb-value rgb(R,G,B). So you have to set the parameters from C2 as values in the rgb-command:

    rgb (255 - (smiley.HP / smiley.MaxHP * 255), smiley.HP / smiley.MaxHP * 150, 0)

    In C3 it looks now like this:

    The example as c3p:

    https://drive.google.com/uc?export=down ... llZSGlEVTQ

  • and i know that c3 now use rgb(255,255,255)

    As you said, C3 using for setcolor only one parameter with rgb-values.

    So you have to replace the two events 'set effect 'SetColor' parameter 0' and 'set effect 'SetColor' parameter 1' in C2

    with one event in C3:

    Set effect SetColor parameter 0 to rgb (255 - (smiley.HP / smiley.MaxHP * 255),smiley.HP / smiley.MaxHP * 150,0)

    That's only the paramter 0 and parameter 1 from C2 on position 0 and 1 in the RGB-Value, position 2 is like the parameter 2 in C2 still zero.

  • Matei511 only objects with the physic-behavior are solid to each other. The solid behavior as no effect to objects with physic-behavior.

  • First, don't mix solid with the physic-behavior that can cause sideeffects.

    You don't have to move the objects yourself, the physic-behavior will do that for you.

    Set in the Physic-Properties immovable to yes for platform_1 and no for sprite5.

    Change the 10. event to:

    lever_1| Is active - > platform_1| Set Physics Movable
                           lever_1| set animation frame to 1[/code:2nxsyxi1]
    
    Now it should work.
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  • Description here:

    behavior-simple-enemy-ai-update-was-ghost-ai_t193244

    This is the C3-Version. It's only a test, so be very careful if you use it.

    Until further notice no C3 support.

    https://drive.google.com/uc?export=down ... mdyd0JNbFE

  • Try the first beta.

    Link in first posting.

  • So you mean that they actually follow the tiles and not going around them?

    Exactly, you made a path out of tiles and the enemy will follow this path on the tiles. Independent of where the target of the enemy is, it will always follow the target on the tiles. If the enemy is not on a tile it won't move.

    [quote:29svw7mh]So, maybe if I have a layout full of static objects, I will be able to generate an invisible functional tilemap that will erase all the tiles at object positions? Will that work?

    I don't know if I understand this question correct.

    If you would fill a complete tilemap with tiles and only delete on the position of the obstacles the tiles it should work. But the enemies would turn only in 90° steps. So it would look a litte silly and I don't know if there are other side-effects.

    Maybe I do a 'Pro'-version with 45° degree steps and more individual settings, but at the moment I would be happy if I get this behavior to work.