Grave's Forum Posts

  • Hey! nice oldschool intros ... I was a member of some demogroups and I really appreciate your idea using Construct in that way :)

    rock on,

    Michael

  • UDK is the Unreal Dev Kit ... as far as I know ;)

    rock on,

    Michael

  • I think this is what keroberos meant :

    dl.dropboxusercontent.com/u/89517854/Sound_fixed.capx

    rock on,

    Michael

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  • dl.dropboxusercontent.com/u/89517854/SineWidthHeight_fixed.capx

    this should be the fix for your problem.

    I wouldn't say it's a bug, since you have to break out of the sine loop and have to reenter it with the resized picture.

    rock on,

    Michael

  • I think it's an issue with the level architecture (meaning usage of sprites/tiles) vs screen resolution and scaling.

    It looks like you are using a whole lot of Sprites at an approx 256x256 resolution. Since you prolly use linear filtering and no Integer Scale those results are possible.

    When you export in a fixed resolution, do you still have these problems?

    You should adjust your screen brightness since the problem also happens on your background (the gradient).

    anata :it also happens on Nvidia, the result might not be as evident, but it happens

    On a side note ... your game looks great, but it's too damn hard ;)

    rock on,

    Michael

  • I think those plasma effects are all using interferences between two textures using a texture srt in greyscale. Afterwards a color ramp is applied to the resulting frame.

    The motion blur is some per pixel thingy I guess. You can dive into this by checking some 90ies demoscene stuff (futurecrews second reality demo is a good example)

    rock on,

    Michael

    EDIT: Some effects I tested out :

    dl.dropboxusercontent.com/u/89517854/crazyeffect.capx

    dl.dropboxusercontent.com/u/89517854/crazyeffect2.capx

  • dhondon When I think about it a little more you will have to do some scaling anyway, else you will not get to any fullscreen other than the resolution you designed. For example you do a 1024x768 project size for an ipad2, you will have to use scaling (either up or downscale) to get a fullscreen display when switching to devices that have a different native screen resolution (on an ipad3 it would be an upscale by 2).

    If you decide to work on a project that supports ipad3 (2048x1536 resolution) you will most certainly get to a point where you have to reduce texture sizes and scale up your images.The ipad3 performs pretty poor with it's highres screen and high definition images eat up a lot of memory. For the sake of performance you should keep your working resolution as low as possible :)

    rock on,

    Michael

  • Why not work in a fixed resolution (a work resolution so to say) and let the engine-side scaling do the rest?

    rock on,

    Michael

  • All I can say about your Photoshop question is that Photoshop is commonly used for high resolution, high color images in the games industry, so you have no need to switch to any vector based drawing program.

    Practically you could also produce your images with a vector based drawing program like Illustrator but you have to convert the images to bitmaps (for use with Construct 2).

    As for the concept of "power of two image sizes" ... this is basically a choice made on performance since divisions and squareroots are pretty quick and easy to calculate (some programmer might correct me or give more insight).

    power of two image sizes : 2x2 (not really a size for a "picture"), 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048

    the last (2048x2048) is pretty extreme since it takes a whole bunch of memory (try to keep it below that)

    hope this helps...

    rock on,

    Michael

  • Changing your variables from "Text" to "Number" fixes your problem.

    rock on,

    Michael

  • Well, to my knowledge the Sprite Font limits you nowhere, since you can assign any graphic representation to any char (so you can do chinese, klingon lettering <img src="smileys/smiley16.gif" border="0" align="middle" /> )

    I for my part am not really focusing on multilanguage support (making loca is a pain in the ass anyway and a waterproof localization in a language I don't really speak is nearly impossible)

    You wouldn't have to trash the Webfont support, I am just suggesting a Plugin like the existing SpriteFont (wouldn't even need any more features) , just offically supported.

    The things I want to do (retro pixel font with a shading, mutlicolor outlining) are not possible with the currently built in solution.

    rock on,

    Michael

  • Hey there!

    Since the Spritefont Plugin is discontinued by it's author, I thought it would be a good idea to include a similiar plugin to the construct 2 package.

    Since Construct 2 is targeting multiple platforms it would be a logical move in my eyes.

    I am suggesting this since it seems as if in the latest release (r133) the available plugin is not working as it should.

    Using a ttf font is sometimes no option, especially if you want to go for that special retro look <img src="smileys/smiley1.gif" border="0" align="middle" />

    rock on,

    Michael

  • Well, the collision mask of your "MrHero" Sprite is not including his feet - this is why they sink in. Check the "Collision Polygon" in "Edit Animations"

    rock on,

    Michael

  • In general I must say physics engines are not something to base your core gameplay on. Try to avoid using mechanics you can't control.

    Sorry if I can't be of more help here.

    rock on,

    Michael

  • I imagine it more like a trampoline since the moveable object is not really "resting" all the time it inherits some "bounciness" all the time.

    rock on,

    Michael

    EDIT: Some physicist could help <img src="smileys/smiley36.gif" border="0" align="middle" />