ErekT's Forum Posts

  • I just tried both nw.js versions on two different computers with Win7 and webgl capability and there was no color output difference to be seen at all. So just unruly color calibration kicking in when it shouldn't I guess? Sorry about the false alarm.

  • Hey ASHLEY. Thanks for the detailed rundown. I'm not disputing WebGL's speed over Canvas2D. Oh no no I only felt that Canvas2D looked more consistent in it's screen updates and wanted to double-check with others. And to find out other disadvantages to Canvas2D over WebGL since I do like the idea of something that'll run straight away on any old PC without driver updates or other faffing about. Even if it's slower overall.

  • It's no big deal. Just a sense of slightly uneven screen updating from time to time that I don't get with webgl turned off. I don't even know if it's down to drivers or the dual-gpu solution in my laptop or just needing a fresh Windows re-install (I keep putting it off ).

    But if it's some kind of driver/hardware/OS issue and canvas turns out to be less vulnerable to that kind of thing then I'd gladly sacrifice the extra speed for predictable performance across PC's. Unless there are other limitations to it that is.

  • Just wanted to ask... Apart from shader effects and extra framerate performance, are there any additional advantages to going with WebGL over regular canvas rendering for desktop builds? Memory management is different if I understand right, but what are the implications beyond slower startup times? Does it mean content-heavy games will choke on PC's with little memory for instance?

    I'm asking because I'm getting more steady performance out of non-WebGL rendering. No herky jerky situation going on as far as I can tell so I'm thinking I might as well just roll with canvas... Right?

  • Yeah, Eisenhans beat me to it

    I'm starting to suspect it has something to do with the Spyder3 calibration utility/color profile I'm running. Turning it off didn't help but I'll try on a different PC when I have one around.

  • Thanks

  • Problem Description

    Color rendering changes with newest NW.js.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/70562654/Bugreport_BrokenColors.capx

    Description of Capx

    Renders a single sprite object.

    Steps to Reproduce Bug

      Keep Node Webkit 10.5 and NW.js 12.0 installed. Run C2 with NW 10.5. Take screenshot with printscreen. Run C2 with NW 12.0 Take another screenshot. Compare color values in Photoshop/Gimp/Graphicsgale/etc.

    Observed Result

    Colors are different from both source image and NW 10.5 output

    Expected Result

    No color change.

    Affected Browsers

      Node Webkit

    Operating System and Service Pack

    Windows 7 Personal Edition Service Pack 1

    Construct 2 Version ID

    r199

  • Could be a gpu or color calibration thing maybe? I'll test with a different computer when I have one around.

  • I just updated from Node Webkit 10.0.5 to the newest and I'm getting some weird colors with the new NW.js. No AdjustHSL or other webgl effects going on. Here are a couple of screenshots for comparison.

    Node Webkit 10.0.5:

    NW.js 12.0.0 (?):

    With good old 10.0.5 the colors look like they should. With 12.0.0 they're all saturated and the contrast values seem off. Is this a known thing? Has anyone else experienced it? Just wanted to ask before I post a proper bug report.

  • Hmm, did you take the capx down? I'd like to take a look..

  • Thanks

  • Like the title says. I'd like to be able to get a condition to trigger if variable X is an odd number. I seem to remember that there's a way, like if you have the number 73 and do some math magic stuff you get 1 returned while if it's 74 you get zero. I can't remember how though and I don't have the brainpower to figure it out by myself. Any help much appreciated

  • Hey everybody!

    I'm implementing a downward dash move from mid-air using the platform behaviour where players are supposed to be able to break objects beneath by shooting down like a projectile. I tried using VectorY for this and it works insofar as the player shoots down and gets obstructed by any solid objects beneath. But if I try to use the Is On Floor condition to check if they're on ground the check fails. It's like they're not touching the ground at all even though the two objects are obviously in contact with each other.

    Changing gravity instead of VectorY works fine with Is On Floor, but then I lose control over acceleration so I'd much rather stick with incrementing VectorY for the downward movement. Any suggestions?

    The event structure goes like this:

    System | Chr.Platform.VectorY < 1400      | Set Platform Vector Y to Chr.Platform.VectorY + (7500*dt) 
                                              | Set Platform max fall speed to 1400
    
    *Chr | Platform Is on Floor               | Set Platform Vector Y to 0
                                              | Set Platform max fall speed to 700 (default)
                                              | Set Action to ACTION_ENDSTOMP
    [/code:bqdhobfm]
    * Never becomes true.
    
    Replace with Gravity and the condition succeeds:
    [code:bqdhobfm]
    <No condition>                                         | Set Platform Gravity to 5000
                                                           | Set Platform max fall speed to 1400
    
    Chr | Platform Is on Floor                             | Set Platform Gravity to 800 (default)
                                                           | Set Platform max fall speed to 700 (default)
                                                           | Set Action to ACTION_ENDSTOMP
    [/code:bqdhobfm]
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Maybe this is the kind of thing you're after? Scroll down to Magistross's capx:

    You can set object timescale to 1.0 even if the rest of the world is at 0.0 timescale. Something like this in events:

    System | Set time scale to 0

    System | Set <yourtextobject> time scale to 1.0