eli0s's Forum Posts

  • megatronx , this is heretic! Damn you exe worshipers, you will be fragmented beyond compilation!

  • shinkan , damn, this is getting really frustrating, how come there is so much inconsistency between so simple things! We'll never figure this out like this!

  • Thank you Aphrodite , again I apologize for my ignorance I forgot about the reference to the creator, I knew it was there but it had slipped my mind.

    For what is worth then, it's a request for the Scirra team and for mister Brad Larson (which I don't know how to get in contact with)!

  • Part of the issue also falls to device vertical sync and fps. I took the example from page 1, changed speed to always match fps. And obviously there was 0 jittering.

    The problem is it moved slower than I like.

    Can you please post the changed example? I am curious to see if it will perform with 0 jittering on my machine also.

    As for the CSS vs RequestAnimationFrame, call me crazy but the CSS performs worse on my system! That's on Chrome, Firefox and IE 11 doesn't animate the thing at all!

  • Ashley ,

    I am sorry for my ignorance, but I'd like to know if the WebGL effects that are included in C2 are a standard bundle that come with the browser's HTML5 support, or the Scirra team went ahead and created them.

    If the latter is true, then may I ask for an additional x,y origin point properties for all the radial effects (radial blur, radial pixellate, warp radial, radial pixellate mask)???

    Been able to control the radial blur's and radial warp's center will be especially useful for creating all sorts of (un)focus and zooming effects.

    (for example, have a look at this: http://www.eli0s.com/Tests/Warp/ The radial blur works ok when close to the center but breaks down the further you move the mouse. Ideally, the effect should follow the center of the warp and the streaks would look much better (this is clearly noticeable when firing the lasers)) EDIT-I've updated the example and now it uses the Radial blur plus... See post bellow <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Please tell me if this is a realistic request <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

    Thank you,

    Elias

    -EDIT-

    Here is the capx file for anyone that might be interested. Please note that you'll need the Textured Warp effect by GamesWarp Studio and that you'll have to edit the official Sprite plugin in order for the effect to work. There are instructions on their site on how to achieve that. Do that on your own risk.

    [attachment=0:3ak1hohy]Warp.capx[/attachment:3ak1hohy]

    -EDIT-

  • A similar result can be achieved with the following custom webGL effect that can be found here: http://gameswarp.com/studio/construct-2 ... el-effect/

    Unfortunately it requires a little hack to the Sprite plugin. I did it for trying purposes and I haven't found any problems so far, but I am not doing any production work right now. Try it with your own risk!

    See the result of a test here: http://www.eli0s.com/Tests/Warp/

    Download the capx bellow if you wish. As far as I can tell, it's CPU friendly. Remember, you'll need the tunnel effect webgl effect in order to open the capx.

    Edit- tatogame is a ninja but I had to carry the capx with me <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • I am just glad that there is autosave nowadays

    But I get your frustration, on big projects saving can take some time and in the meanwhile C2 freezes.

  • Also I have a nice British accent that I hope will give the videos a little extra class

    LOL

    As I was browsing through social media I noticed that accent does a number with the ladies! I deeply regret that I can barely speak in English

  • Also, people testing games...keep the game on your primary monitor. I found that multiple monitors...with browsers for some reason perform rather crappy if not on monitor 1.

    I must admit that this is valid. Disabling my secondary monitors had a positive effect on the jerkiness. I can't really measure how much it improved, it's more like a feeling but I believe it's a valid one. However, it didn't make the problem obsolete, rather it's less annoying this way. And the relative browser performance it's still the same, in Firefox the problem is still very intense.

  • tgeorgemihai , If you make the Sprite global (under the object type properties set the "Global" to yes), all of it's properties will be transferred to other layouts. Including instance variables.

  • AI, inventory system, critical hits & stats in general. These are topics of great interest. I personally like video tutorials, especially the well organized ones that get things moving ,have a clear purpose and give useful/practical examples.

    So yes, I would love to see some video tutorials, and I am grateful each and every time I learn something from someone

  • kajuto84 , it would be best if you attach a capx for us to see. There are many factors that could cause animations to not trigger correctly.

  • Not an actual solution, but what if you first load the font, then set the text to something but have it invisible or with 0 opacity for a second (with the wait action) and then set it visible? I also have noticed this popping, it lasts for a few ticks and it only happens once per game session. I believe that this will hide it. Think of it like a workaround.

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  • lucid I'm glad to read about a set time frame. Christmas will start at late November this year! My wish for Santa is to have some good & practical tutorials giving examples and explaining how to use Spriter's advanced features in C2. Like setting up and triggering collision boxes, variables, action points, audio etc... And workflow practices, like using character maps for crowd npcs, or a setting up a scene that has multiple Spriter objects...

  • winsonzhong ,

    I think they 'll add it sometime after the v1.0 release.