Eisenhans's Forum Posts

  • Galaxy Tabs are notorious for being bad with wrapped html5 games (or even in the browser), and have a long tradition of being so. Banning them is the only way to keep your reviews clean.

  • Have you set the executable-flag (of the file, after you exported it)?

  • To me this looks like simple point filtering vs. Letterbox artifacting, when the device resolution is not an integer multiple of your game's resolution. I guess this game was designed with a special device in mind? (maybe an Iphone)

  • The question is a bit too broad. You have to break it down further. What exactly is it that you are stuck at?

    I once created a fake desktop using C2 (they could not show a real windows desktop for legal/copyright reasons). It was rather simple. Started with the background wallpaper, icons as sprites, and when clicked on some icons a window would pop up (also a sprite, with a drag & drop behaviour so that one could drag it around).

    skymen

    Oh but he does. His gaze pierces cloud, shadow, earth and flesh.

  • No. Scirra retains 30% of your net revenue (that's the industry standard, by the way).

    The final store price includes VAT and transfer fees. Those get deducted first (and due to VATMOSS it always differs a bit, depending on where the buyer is located). After that, Scirra takes their 30%. And the rest is what you get. That's how it works.

  • Atlas sheets were one of the things discussed at some point that may be in a future construct release.

  • when you say 9-sample boxblur.. so do you mean just a 3x3 sprite of solid color and stretched? can't get it working..

    No, it's what happens inside the WebGL shader code.

  • That's what I thought after reading your release notes for r160.

    But as you can see above: it does not work.

    I tested "medium" (the default) and "high" downsampling modes. It always comes out like this, the mipmap bias on the texture2D lookup has no effect.

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  • Last night I asked Ashley on twitter if it was possible to expose mipmap-filtering in addition to linear and nearest neighbor ("point") to users. He encouraged me to ask this publicly, so here it is. I also felt it belonged in here and not the Effects-subforum.

    I'm in the process of writing a bloom-shader. Many indies rely on relatively cheap assets (boxes, stick figures etc.) combined with fancy schmancy glows and effects. As of now, C2 is lacking one, which is kind of a sore spot.

    [Disclaimer: technical babble ahead]

    What you normally do to write a post glow is to take the cheapest blur filter you can get (typically a 9-sample boxblur, 3*3), and put it ontop of the thing you want to make glow, using the screen-blend formula. The trick to get this good looking is to not just sample the texture, but use a rather large mipmap bias in your texture2D lookup. By that you don't sample the crisp texture but rather a mushy version of it, due to the filter - that's super cheap, computation wise. If you were only to use the regular linear filtering, a 9-sample boxblur looks like c***.

    Here's a little example.. first is the GLSL-fragment shader for the bloom implemented in Shadertoy, using a 3*3 boxblur and mipmap filtering on the texture:

    Simple, el cheapo and good looking.

    Now the same thing, with linear texture filtering:

    You clearly see the jaggies from the filter, the wider the blur the more noticable it is, of course.

    I then implemented this for C2, hoping that mipmap-filtering was enabled by default, which it isn't, obviously. This is the running C2 version of the shader:

    (it looks a bit more jaggy than the shadertoy-version in this shot, but that's only because it was resized, it basically looks identical).

    Now there are of course some workarounds to get this done even with just linear filtering, you can use more samples, and typically you also

    mush together several passes of them with varying sample numbers and radii - still, it is *far* more expensive to compute and does not look as good, especially on clean shapes like quads or lines, which is the No.1 use case for indies.

    Would this be a lot of work to expose? Or is there a way to do it already? I would really like to use this and I think others might, too.

  • The debug mode will eat performance. It's not exactly representative of the final performance.

    I tested it without debug, runs perfectly jank free (latest chromium, nvidia graphics).

    Have you tested it with the debug mode? And if so: What are your PC-specs?

  • It's pretty amazing that games like The Iconoclasts aren't on there.

    While The Iconoclasts was a CC game, today it only serves as a prototyping tool. The release version is done by another partner company which use the CC game as a reference and recode it some other engine (I asked him a few days ago because I was curious and that's what he said).

    So including it in the frontpage features would be counter-productive, since it would immediatly spark a discussion about why he decided to do it this way instead of porting to C2 and releasing it

    Rats! Thanks for the info. Godot's looking sweeter and sweeter by the day.

    If you ever get Godot to export a project without janking (even with ONE sprite, even in fixed update) hit me up

    Every engine has its quirks.

  • I see two options: Dynamically destroy and create assets as I progress through the level to keep the object count low, or put asset outside the screen on an invisible layer. My question is, will this last option have any effect?

    Are you sure the draw calls are caused by objects off-screen? Because - they shouldn't. As long as it's offscreen, C2 doesn't render them. So you have some logic going on, but there should be no draw calls.

    Dynamically creating and destroying objects has its own share of problems and caveats.

    The first thing I would test is move the cam somewhere with one or no objects on screen and check if something changes. I'm almost 100% certain that the offscreen stuff isn't your problem.

  • Dude.. there was an e-mail by Scirra on April, 27th.

    Is it possible you turned all the newsletters and notifications off?