gamepopper's Forum Posts

  • Weird, I have the latest driver version of my graphics card (AMD HD Radeon 7800 series) and this issue only occurs in Google Chrome (the effects appear fine in IE11 and Node-Webkit). Could there be something up with how my graphics driver handles Chrome? Or Chrome's WebGL renderer?

  • I've had a mess around with other effects. Certain distortion effects like Water Ripple and Pulse cause the image to be partially drawn instead of being fully visible.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/30381754/Blur%20Bug%20Project.capx

    Steps to reproduce:

    1. Add any sprite to the project

    2. Add any blur effect to the sprite (I've tried this with Horizontal Blur, Vertical Blur and Radial Blur)

    3. Preview

    Observed result:

    Sprite is not visible.

    Expected result:

    A sprite should be visible, but with the added blur effect as previewed in the game editor.

    Browsers affected:

    Chrome: yes

    Firefox: unknown

    Internet Explorer: no (tested with IE11

    Operating system & service pack: Windows 7 SP1

    Construct 2 version: r152

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  • One other option I found is to replace the none package files with a newer version of Node-Webkit. Just tested the game using this method and no slowdowns whatsoever!

  • While I've been using Construct2 with Node-Webkit for a while, I've recently noticed an issue with the exported application for one of my projects.

    I use R0J0Hound's Canvas Plugin along with his Shadow Casting method. When I run the project in Google Chrome, it runs perfectly fine, however when I run it as a Node-Webkit application, there is a very noticeable lag.

    One supposed reason is that Node-Webkit recently changed their rendering library.

    Therefore I'm looking at other ways to export a HTML5 Construct2 game as a Desktop Application. Anyone have any good recommendations?

  • This is strange, but when I try this shadow caster (and my game which uses your shadow casting technique) on Google Chrome it runs very smoothly. But when I run it on Node-Webkit, both run very slow and laggy.

  • Hey, not sure if this has already been mentioned. But found a bug.

    Game freezes if you try to save a game state with a canvas object. You can avoid it by adding a "No Save" Behaviour to the canvas object.

  • I have a game that have an effect object that I use, and no matter how much I reduce the amount of checks and loops needed for it to run, it'll run fine on a Desktop PC with a reasonably sized CPU and a good GPU, but runs slow on an ultrabook with less than 2 GHz processor and a moderate GPU. I also have this issue if I have a WebGL enabled project with a few WebGL effects where it runs fine on the same desktop, but runs at less than 30 fps on the same ultrabook.

    However, if I disable WebGL for the game, it runs smoothly on both machines. While it makes the effect object unusable (so I have it disabled), but I want this game to run on as many PCs as possible. The problem is that there is no action to disable WebGL.

    I can understand why that isn't possible mid-game, so is there any way I can choose whether or not to Enable WebGL when I boot up the game, or at least a way to disable all effects, regardless of where they are?

  • Hey, do you think you know a way to make whatever you draw in a canvas object an alpha mask? So instead of primitive shapes both it and anything overlapped by it are fully transparent?

  • It's usually referred to as "shadow casting". There are a number of examples on the forums if you search.

    Heres one. http://www.scirra.com/forum/capx-yet-another-shadow-caster_topic75045.html

    Thanks for the link, while it's good, I don't want to cast shadows, I just want to block out the light, I also want it to only to only show light from within the cone of view.

    At least now I have a way of drawing primitives thanks to the Canvas Plugin now. <img src="smileys/smiley1.gif" border="0" align="middle">

  • I've tried making a 2D forloop, but doing a 2D for loop for over a million elements doesn't appear to be a good idea. :/

    <img src="https://dl.dropboxusercontent.com/u/30381754/2D%20Forloop.png" border="0" />

  • What I want is to have a cone (or triangle) will draw wherever the Line of Sight is facing, not just that but also change shape depending on if it's being blocked by a solid object or something.

    Something similar to this:

    <img src="http://img14.imageshack.us/img14/1595/after.png" border="0">

    So far I've used a graphic for the job, which works except when there is a wall that's only one tile wide:

    <img src="https://dl.dropboxusercontent.com/u/30381754/LineofSight.png" border="0">

    I was thinking that it could be done with primitives, or going through the viewport position in a for loop and drawing a pixel if in line of sight, but neither appear to be included into Construct2 for some reason.

    Any ideas?

  • That fixed worked for me as well! Thank you. I had a panic attack when my controls suddenly stopped working.

  • It would depend on the date. If it was a weekend meetup I can easily go. I could go on weekdays, but with my placement it means I'd be stretched for time. :/

  • also don't you just wish you could know the guy(s) who programed zergling AI to help us out:P?

    HAHA that would help. The annoying this is that I've had this problem with XNA, but I was able to solve it easily because I could access individual instances for calculations, for example:

    if (gameobject[x].isOverlapping(gameobject[y]) && x != y)

    {

       gameobject[x].X = gameobject[y].X + ((gameobject[x].width/2 + gameobject[y].width/2) * sin(angleBetween(gameobject[x], gameobject[y]));

       gameobject[x].Y = gameobject[y].Y + ((gameobject[x].height/2 + gameobject[y].height/2) * cos(angleBetween(gameobject[x], gameobject[y]));

    }

    This isn't the exact code I used, but it's very similar to what I had.