eli0s's Forum Posts

  • I too would like to know about that... In a not very technical way if it's possible <img src="smileys/smiley9.gif" border="0" align="middle" />

    What are these Draw calls and why, most of the time, they utilize way more CPU resources than everything else on the game?

    I've searched on the net but I see things that are related to 3D engines like Unity.

  • Dear Wertle,

    Thank you so much!!! <img src="smileys/smiley31.gif" border="0" align="middle" />

    Elias

  • Wertle,

    Hello, thanks for your reply!

    I jumped the gun and installed the latest beta because I wanted to test the ability to change global variables in the debugger and see the results in real time... <img src="smileys/smiley1.gif" border="0" align="middle" />

    As plinkie kindly points out, there is an r141 beta release.

    I am anxious to see what solution you came about to this problem!

    Thanks!

    Elias

  • Hello All!

    I am trying to make the player's angle change gradually when he is walking on a ramp/slope (using the platform behavior).

    I searched and found this nice example by JohnnySix (Platform movement with Ramps), but this changes the angle instantly. I want to use the lerp expression to make the transition between the angles more gradual. But I am encountering the following problem:

    When the angle has a negative value in relation with the player's "0" angle reference, the rotation is going berserk! I admit, it does produce an interesting effect, like a tumbling, but it's not the result that I am after. With positive angles, the outcome is different.

    You can observe the problem here.

    And here is the capx file.

    Use the arrow keys to move...

    Can someone help me with this problem??? Or is there any other way to achieve the same result, I mean for the player to follow the curvature of the ground and change it's angle respectively??

    Thank you in advance!!!

    Elias

  • Link to .capx file (required!):

    http://www.eli0s.com/Tests/AdjustHSL_Problem/AdjustHSL_Problem.capx

    Steps to reproduce:

    1. Apply AdjustHSL effect to a sprite object colored Blue or Green.

    2. Leave the default values unchanged.

    3. Run with Firefox and with Chrome. Observe and compare the results

    Observed result:

    AdjustHSL TEST

    Expected result:

    There shouldn't be any difference between the Constuct's Layout View, Firefox and Chrome...

    Browsers affected:

    Chrome: YES

    Firefox: no

    Internet Explorer: does not support webGL

    Operating system & service pack:

    Win7 64 bit, SP1

    Construct 2 version:

    141 and bellow...

    Please see this topic as it provides more information and responses from other users:

    http://www.scirra.com/forum/adjusthsl-again_topic74416.html

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  • Xionor

    You are right, I can replicate the same behavior with Chrome (same version). See the second column picture below:

    AdjistHSL Test02

    With those values in Chrome I get the default "0" hue. Of course, the result in Firefox matches the Constructs viewport and it's very wrong...

    So, the question is, now what?!? Am I the only one that freaks out with this?! <img src="smileys/smiley3.gif" border="0" align="middle">

    I think I will report it as a bug after all and I hope that Ashley wont shoot me for messing up with his time <img src="smileys/smiley17.gif" border="0" align="middle">

    Best regards,

    Elias

  • Hello guys, thank you for the response!

    thehen

    In the past I had reported as a bug an other strange behavior of the AdjustHSL effect that produced a terrible reddish outline when the effect was used on a layer that had the "Transparent" setting set to "Yes". Again with Chrome being the culprit...

    I didn't really understood Ashley's reply on the subject, I guess the topic is still open:

    Chrome Problem with AdjustHSL

    I am afraid that if I report this behavior I'll get an other cryptic response (perhaps it's my poor English's fault <img src="smileys/smiley9.gif" border="0" align="middle"> ), so I wanted to gather some other opinions/experiences first.

    Yours is putting the subject in the bug department, since it looks li?e I am not the only one encountering this problem.

    ramones

    Thank you for your input and the screenshot! Your results are the expected ones!!!

    Xionor

    Thank you again for your input. It looks like you are not immune to this problem neither... I think your colors are a bit more saturated than those on my picture, but the hues are definitely way off !!!

    I don't know how to proceed with this, should I report it as a bug?

    Elias

  • Xionor

    Thank you for your reply.

    Can you please tell me if the hues that you see in your Chrome match the hues that you see in your Firefox? They Should be the same.

    I am not sure about the browser versioning approach, I tried the same example on a laptop with the same Chrome version installed as in my desktop and I also got different results.

    The positive thing is that on the laptop the colors were correct and matched both the Construct2 view and Firefox. So, there might be something wrong with my workstation machine.

    I have of coarse the latest drivers installed and a pretty modern graphics card so, if there is a problem, I don't know where to look for.

    I would like to have some more input about this, if anyone else is willing to try and tell us what results they get in their browsers, I'll really appreciate it!

    Thanks,

    Elias

  • <center>"EDIT"</center>

    With the r143 release of Construct 2, this problem is fixed.

    You can see the result here

    Download the .capx saved with the r143 version here

    I can confirm that this release also fixes the reddish outline on the semi transparent areas that appear on the example that I give a few posts bellow.

    <center>"END of EDIT"</center>

    Hello all!

    I need to know if AdjustHSL effect works as it should with Chrome or not...

    My problem is that I get unexpected, muddy colors, especially in green and blue values,that are consistent in Chrome and with Node-Webkit. Firefox matches closely the expected color values as seen within construct 2, in the layout window.

    The image below depicts the problem:

    AdjustHSL comparison

    As you can see, Firefox closely matches the colors that appear on the layout view. Chrome and Node-Webkit on the other hand, do not respect the colors, especially the in the Green and Blue hues, even when the AdjustHSL effect has it's default values (0,0,0).

    Here you can test the example:

    http://www.eli0s.com/Tests/AdjustHSL_Problem/index.html

    And here is the example .capx file:

    Example .capx

    I tried the Tint effect and it renders correctly with Firefox, Chrome, Node-Webkit. But I really want to know if I can trust/use the AdjustHSL effect, as it provides a circular color variation that I want to use to overlay colors within my level. And I need to do it in Chrome, because I want to use it's advanced audio futures.

    All these are for my university diploma project in two months so, as you can understand, I feel somewhat uneasy with the unexpected results in Chrome!

    Thank you in advance for any input on the subject!

    Elias

  • +1

  • blackhornet,

    Oh, thank you so much! I would have never thought this by my self <img src="smileys/smiley9.gif" border="0" align="middle" />

    You are correct, the fade out was just an example, I wanted to understand the logic behind a possible solution that applies to situations that aren't covered with behaviors.

    Best regards,

    Elias

  • Hello all,

    Perhaps this is mentioned somewhere else, but I can't find a relevant post and I can't seem to wrap my mind around this problem.

    I want a "trigger" condition (you know the ones with the green arrow) to evoke an action continuously, not just once.

    Let's say that I want to make a fade out.

    I understand how to do it with "when overlap with" for example, you do a "set opacity to self.Opacity - 100 * dt"...

    But how can I have the same result if I want to use the "timer" behavior and I want to trigger a fade with an "on timer" condition?

    Or with an "on click" with the mouse...?

    Adding a sub-event and putting the actions there doesn't do any good, it just triggers once too...

    There must be a simple solution around this, I'd really appreciate any help I can get!!!

    Thank you,

    Elias

  • +1

    I would also like to see a way to control the particles after they have being created. Like the direction they are facing, their movement (let's say towards the mouse.X, mouse.Y for example) and individual collisions and spawning (for raindrops and stuff)...

  • XManBG

    Oh man, thank you!!! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hello Ashley,

    I think that I misinterpret something, I am sorry if you already answered in your post, but since my English are mediocre at best, I want to make sure that I am reporting the bug correctly.

    The problem I am experiencing can be reproduced only with Chrome and it is this red border that you mention. There shouldn't be any red colors in my example, or with any project that has the AdjustHSL effect on a layer that has its transparent setting set to "yes".

    With Firefox and IE, at least on my computer, the problem does not occur. On my original post I have two links with screenshots that are depicting the problem, one for Firefox (where everything works as it should), and one for Chrome (where the problem can be clearly seen).

    Note that the AdjustHSL effect doesn't need to have any of its parameters changed from their defaults, in order for the problem to occur. Just applying it messes things up with Chrome. Also, Chrome and Firefox are up to date, so I don't believe that I am reporting something that had being fixed overnight.

    Again, I hope I'm not overstating something, I just want to be sure that I describe the problem that I am experiencing correctly.

    Best regards,

    Elias