ErekT's Forum Posts

  • Ooh I remember having that problem too. The thing is that for pixel art you'll need to be careful about how much you move objects so they'll align with the limited pixel grid properly by each frame update. So if you move the camera by say, 0.6 pixels per frame update you'll get movement updates like this:

    0.6 - 1.2 - 1.8 - 2.4 - 3.0 - 3.6 - 4.2 etc

    which converts to these integers:

    1.0 - 1.0 - 2.0 - 2.0 - 3.0 - 4.0 - 4.0 etc

    In this scenario the object will move one pixel every second frame, except when it's moved 3 pixels the rounded float position will make it move right up to 4 on the next frame, causing a jerk. And that's assuming the engine keeps a steady 60 fps and the camera scrolls at an even speed. Lerp doesn't account for that kind of thing and neither does the scroll-to behaviour.

    The easiest thing to do is just turn pixel rounding off. It's possible to program camera and object movement that moves perfectly along your pixel grid but it could be a hassle for the camera at least. You'd be limited on what speeds you could use too.

  • Okay here it is. Readme inside. Use freely

    https://dl.dropboxusercontent.com/u/70562654/REKlaunch.rar

  • Using high-quality fullscreen mode already allows for this too, so it would be a lot of work for something that is already possible.

    It's true we get hi-res shader rendering with high-quality fullscreen mode but it's an either/or scenario atm; scale, then render *everything* hi-res or render everything lo-res, then scale. The good thing about rendering shader effects that don't depend on hi-res before scaling up and other shader effects that do afterwards is we can get a good speed boost out of it. I understand your point about it being lots of work but maybe something to consider for C3? This kind of thing is extra important when we can't control screen resolution I think.

  • Oh hey, I forgot about this thread

  • A compromise I'm using to keep my CRT effect looking right with shadowmask overlay and stuff is to use low-quality scale as usual. Then I set canvas size to two or three times (or whatever scale I need to get the shader effects looking good) the original resolution, and then set layout scale to two or three as well. I don't get the speed of 1x scale sadly, but at least I avoid the slowdown of rendering everything at full 1080p or whatever.

    Ashley:

    Wouldn't it be technically possible to do another rendering pass for tagged shaders on the scaled-up result? As in: Render objects - render non-tagged shaders - scale everything up - render tagged shaders on top of the result. Lots of work to implement I bet, so just asking really.

  • for the imagewidth imageheight i guess you may want to enlarge it using the sprite editor?

    you can do a Scale altering from the events... if you want.. that is going to scale the whole thing... but i guess works only on sprites... not sure on tilebackgrounds...

    I think that'll change just the drawing area and not the tile resolution itself? I guess I'll just have to make a big-ass sprite to do the job.

    Thanks for the suggestions

  • Yeh, there's another one I'd like to get at and change tho. From the manual:

    [quote:2a9h8une]

    Tiled Background expressions

    ImageWidth

    ImageHeight

    The original dimensions of the tiled background's current image in pixels. Since tiled backgrounds can be extended over large areas causing the normal Width and Height expressions to return different values, these can be used to get the original size of the source image regardless of the object size.

  • I don't see how I can access this expression... Unless it can only be read and not altered?

  • This happens to me sometimes on previewing animations: The preview window ends up getting placed behind the other editor windows and since the rest of the editor goes inactive while previewing there's no way to get out of the situation without a force shutdown. It would be nice if image editor windows didn't lock up everything else.

  • ... for nw.js builds? Preferably to remove the window borders as well. I see Next Penelope does it's own window thing so it must be possible no?

    EDIT:

    Nevermind, kiosk mode & window frame. I'm an idiot

  • Yeh I thought that might be the case. Thx for the reply

  • Is it possible?

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  • It happens to me too. Massive slowdown that goes back up to normal speed again if I select any object in the debug rollout.

  • Mm okay. I guess I can move it the way it's done in auto-runner.

    Thanks for the help

  • As in offsetting the sprite's texture and have it wrap around itself? I want to do an infinitely scrolling background effect with stars and stuff. I suppose I could move the entire sprite object but that seems like a massive hassle. Couldn't see anything in the manual on how to do it. Maybe it can't be done?