digitalsoapbox's Forum Posts

  • Can you let folks know what kind of budget you're working with?

  • You can layer effects, so you can also slap on tint on top of the glow effects.

    If that screenshot is the look you're going for, I'd just use a second sprite pinned under the first, set to add or screen, and put a tint effect on the individual sprite - you've now got full color control. Just scale it for different light sizes. Works well for me (see below).

    The game you reference also looks like it has some normal-based shading going on, so maybe look into the normal mapping C2 is capable of if you want to emulate that look more closely.

    Maybe also take a gander here: scirra.com/forum/effect-2d-dynamic-lighting_topic59130.html

    <img src="http://pixelmetal.com/temp/testschmup/screenshot_09-25-2013_02.jpg" border="0" />

  • AnD4D I hear what you're saying, but with the new phones coming out this current generation able to handle 60fps, spending the time on such a feature when it's not likely C2 is actually what's at fault here may be a case of diminishing returns, a band-aid to cover up inefficiencies somewhere down the line that are being phased out as technology progresses and exporters like CoCoonJS & Webkit improve. The downside of C2 being HTML5/JS-based is that the technology is new and there are the occasional hiccups; the upside is that the technology is not going anywhere and is only going to get better over time.

    Does a short-term fix outweigh long-term benefits? I don't think so and I'd rather see platform-agnostic additions & improvements to C2, but I also understand that some folks may just want to get their first games out there and published so they can move on to the next project.

  • I'd much prefer being able to set the resolution than the framerate. If I could force my game to a set resolution by changing the monitor resolution, that sounds like it'd eliminate any framerate wonkiness that may occur on slower/older devices that may try to run the game at a higher resolution than the machine is capable of, and would work (in theory) across multiple platforms.

    In the long-term, as Ashley said, why would you purposely slow your game down for machines that can handle it better? Though I say that with not really being worried about mobile right now, nor having tried C2 projects on mobile, so take this with a grain of salt, but...that seems kind of silly and short-sighted, and indicates to me it may be high time to see about optimizing your project if you're having framerate issues. The technology behind how C2 works is still relatively new, and it's only going to get better...so why hamstring yourself when there's so many interesting developments going on in the HTML5/javascript/jquery not to mention C2 world?

    jayderyu: That's a 100% false equivalence. Gears of War was designed to run on ONE specific machine with a known featureset and hardware configuration that is/was incapable of running the game at 60fps. C2 games are, in general, not developed under such rigid requirements. Comparing the two is about as inaccurate a comparison as I could imagine, putting aside the huge technological differences between the engine running GoW & C2.

    60fps has for decades been the goal of game developers (on computers, at least, and in general consoles aren't so different) as that's just about where humans aren't able to tell the difference in fps any more. There's no reason that goal should change just because some hardware isn't capable of achieving it, and as it's been settled on as the standard refresh rate for LED monitors - I think worldwide? Not totally sure, but pretty sure - for some time now. The argument that prettiness outweighs gameplay & smoothness/responsiveness seems counterintuitive.

  • I'm still looking for some plugins or easy ways to do bloom/glow without layering every sprite 3 times. I tried looking for GLSL programmers on a couple of different sites and never got any takers. I was willing to pay someone to make plugins for C2, but alas nothing.

    Has anyone made any progress on this? I checked the forums and all the posts seem to be for CC not C2. Thanks for reading :D

    As of now there's no bloom, but you could try changing the effects of the glow vertical/horizontal shaders (why is that 2 shaders again? Makes no sense) down to around 35-55 and you'll get a decent bloom effect w/o obvious blur.

  • I'm afraid the jump-thru behavior just doesn't support slopes at the moment. I've updated the manual to note this. Just switch to the Solid behavior and your example should work.

    That still leaves the issue of collisions working differently depending on which direction the player is moving (see provided example in OP).

    That also won't work for the game project I'm using jump-thru platforms in, which requires the ability of multiple co-op players to jump through platforms as well as climb ladders in front of platforms.

    Can you suggest a workaround with the Solid behavior that still allows multiple player characters to jump through platforms as well as climb ladders in front of platforms?

    See here for example of workaround requirements in player control (right mouse jumps, standard controls move):

    pixelmetal.com/sombrero

    Jump-thru also seems to work except for the one use case described in the OP. Is there a timeframe for when this may be fixed?

  • <img src="http://pixelmetal.com/temp/testschmup/10-02-2013_01.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/10-07-2013_01.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/ingame.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/screenshot_09-25-2013_02.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/alien_turle_head_01a.png" border="0" />

    This is basically a remake of my entry into Samsung's Unicorn Apocalypse contest from earlier this year, which had to be done in (ugh) GameSalad. I think it's safe to say C2 allows a bit more oomph - and definitely better fps! I need to continue stripping out the old sprites, like the player character, but it's gettin' there!

    Here's the original in action:

    [TUBE]MsmEXJd-hKI[/TUBE]

  • Say, this looks fun. Have some arts!

    <img src="http://site.digital-soapbox.com/wp-content/uploads/2012/05/fallout_021.jpg" border="0" />

    <img src="http://site.digital-soapbox.com/wp-content/uploads/2012/05/Nuclear_Summer_2-700x393.jpg" border="0" />

    <img src="http://site.digital-soapbox.com/wp-content/uploads/2012/05/hulk_01-700x1095.jpg" border="0" />

    <img src="http://a1.s6img.com/cdn/0015/p/5046709_16597408_b.jpg" border="0" />

    <img src="http://a1.s6img.com/cdn/box_004/post_14/493529_5996967_b.jpg" border="0" />

    Some C2 in-game stuff:

    <img src="http://pixelmetal.com/temp/testschmup/ingame.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/10-02-2013_01.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/10-07-2013_01.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/alien_turle_head_01a.png" border="0" />

    Some concept art from another project:

    <img src="http://pixelmetal.com/temp/testschmup/eb_04-07-2010.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/matchhead.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/fire_priest_01.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/conveyor_swing.jpg" border="0" />

    <img src="http://pixelmetal.com/temp/testschmup/pipe_swing.jpg" border="0" />

  • Will you be providing all of the artwork? Have you found someone for this position yet?

  • You should be able to just drag and drop the TMX file in to the layout.

    Things seem to get a little funky if it's a flat CSV .TMX file, I get the same importing error on every single .TMX I try. Could this also be due to using custom layer/tile properties?

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  • In mobile export work with fullscreen. Letterbox Scale Integer not best for mobile.

    This is always going to happen when you don't use Letterbox Integer Scale, it's not a bug. You could try turning pixel rounding on to see if that helps.

  • Ashley Understood. Appreciate the clarification. Posted a stripped-down .capx in a new thread illustrating the issue:

    scirra.com/forum/r148-jumpthru-platform-bug-slopes_topic79142.html

  • Link to .capx file (required!):

    dropbox.com/s/l60u90bgt4agdn2/slopeissues_01.capx

    Steps to reproduce:

    1. Approach jump-through tile from left and at a greater y position, travelling up-slope

    2. Fall through

    3. Rinse, repeat

    Observed result:

    Falling through jump-thru platforms when approached from below (greater y position) and to the left, and going up a slope.

    You'll notice some weirdness in the way the walking sound is triggered based on first collision with a collision tile, even though the events that control it are very simple. Walk to the right, it works properly. Walk to the left, and it only triggers half the time. Maybe it's a collision problem connected to the falling through issue with the Jump-Thru behavior?

    Expected result:

    Not to fall through jump-thru platforms. This error only occurs when approaching a jump-thru platform from the left and at a greater y value, and when travelling up-slope.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win7 latest

    Construct 2 version:

    r148, r149

  • digitalsoapbox

    Construct now has its own tile map editor so its probably best to switch over to the official plugin since your only making a platformer (it doesn't support isometrics,etc..). Also the reason why Ashley is asking to remove the third party plugins is mainly due to the point that you would have to download them just to run your capx, which is kinda bothersome. Also wouldn't it have been alot easier to just form the platforms in a paint tool then just place it on the canvas instead of using a 3rd party tmx plugin? You will still save on memory usage, if that's what your worried about in the first place.

    I understand the concerns with using third-party plugins, but they also extend the functionality of the core software, which is why lots of programs support them. The built-in tile editor doesn't have the featureset I require for my purposes, and using plugins/external software in any development is pretty normal. I'll make up a simple example that shows the issue as well, as the issue is not inherent to any plugin usage, if that's the only way to get the issue looked at.

    Using tiles significantly reduces level build times and, with smart use of pre-comping tiles that are just graphics onto one Canvas object that can have its resolution set at runtime based on available memory or user input, memory usage isn't really an issue and not what I'm worried about.

    What I'm worried about is in the first post of this thread, which is that my platform guy falls through jump-through platforms if the collision polygons are sloped and he's approaching from the left and going uphill. I'm also wondering why collision detection seems to be different if the player is moving left or right. These issues will exist even if/after I switch over to the new native TMX importer.

  • Agreed, I was addressing points made that are tangential to the OP. No insults were intended, and a high WPM doesn't make me consider length. Let's move along.