HellMax's Forum Posts

  • Thanks!

    Going through Binary data works :-)

  • Hello!

    I'm trying to load a sprite from a location on disk, namely in Documents folder.

    Unfortunately, this doesn't work, as NWjs dev tools gives this error :

    This is happening on remote testing on NWjs.

    What am I doing wrong? :(

    Thanks!!

    Tagged:

  • Hello everyone,

    I want the game code and game assets (i.e. all sprites used in game) to be separate, and loaded on launch from a folder on the disk.

    This is because I work in a team with a designer and it would be better for them to have the freedom to swap in and out sprites to experiment with any beta versions I send them.

    I know that there is the Load sprite from URL action which can work with NWjs, but it at best affects all the current instances of the object on the layout.

    Is there a good way or a good system to make all current and future instances of a given object use the new loaded in sprite, rather than the one assigned through the editor without having to re-read from disk every time an item/block is spawned in (as I understand that'd be performance heavy)?

    Thanks in advance!!

  • Best I could gather from several places is that :

    C3 introduces a distinction between hardware pixels and abstract (layout) pixels.

    Viewport size values are abstract pixels, meaning the pixels the game renders (which may not correspond with how they are displayed on the screen); e.g. when a layer is zoomed in, it may only have 50xN abstract pixels on the screen, thus ViewportWidth(0) will be 50, while physical amount of pixels that is used to display stuff relies on scaling, window size and other factors.

    Canvas size values are device pixels, so by setting canvas size you basically set the Window size.

    Also note that some tutorials refer to abstract pixels as CSS pixels, which may or may not be the same thing.

    Feel free to correct me if I got something wrong.

    (I wish there was a comprehensive tutorial about that!)

  • Hello,

    I just migrated from C2 to C3 and am quite confused.

    C2 used to have a 'Window size' which was easy to understand - it was the size of the "window" though which your layout is viewed.

    C3 removes this and replaces it with 'Viewport size'. Also there is a system function "Set canvas size", so I understand there must be separate Viewport size and Canvas size variables C3 uses.

    Finally, a cherry on top of the confusion is that to get viewport width/height you need to supply a layer index?? I don't quite understand how 2 layers can have different viewport dimensions.

    If someone could explain I would be very grateful, thanks!!

    The tutorial is quite unhelpful as it doesn't go into detail on either canvas size or viewport size.

    (I'm developing for NWjs, so I need this figured out to be sure everything displays properly)

  • Hello!

    I have this recursive function

    which prints how many times it was called onto an on-screen Text object.

    The weird thing I observed is that without this "Trigger once" clause, it rapidly updates the Text object every second, e.g. It says "1" for a second then rapidly 2,3,4,5 and then "5" for another second. Then the process repeats.

    With "Trigger Once" present, it behaves as I would have expected : the text field increments by 1 each second.

    The question is why do I need the "Trigger Once" clause to make it behave as expected? How is it getting called 4-5 times per call without the "Trigger once"?

    If someone could explain what I am missing here I would be very grateful!

    Thank you in advance.

  • Hello friends!

    As you've likely heard, Play Store now requires all submissions to target Android 9.0. PhoneGap explains that this is done through using a never version of Cordova, namely 9.0.0

    However, all my Construct 2 exports are stated to be CLI6.5 (picture attached)

    Is there a way to switch to a never version OR target Android 9 without switching?

    Thanks!

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  • SOLVED

    If someone ever finds this, the problem was in the fact that the origin point was slightly displaced.

    If you need extreme physical precision go with a square 250x250 with origin point on 125x125

  • Problem Description

    A normal non-transparent sprite flickers on movement with scroll-to. This is only fixed by adding some transparent space between the object border and the sprite border.

    P.S.

    I believe the same error in code makes TileMaps flicker

    https://www.scirra.com/forum/viewtopic.php?t=199192

    Attach a Capx

    https://helldeveloper.weebly.com/uploads/6/0/6/6/6066363/grassbug.capx

    Description of Capx

    press W to observe the effect. On the upper side, there are sprites without empty space between borders. On the lower side, there are 10 transparent pixel on each side of each sprite.

    Steps to Reproduce Bug

    • Add a scrollto behaviour to your sprite
    • Move past an object wihtout transparent pixels

    Observed Result

    Flickering of borders

    Expected Result

    No flickering on borders.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r255

  • Like I mentioned in another post, on my laptop the flickering is very minor. I have Intel HD 620 GPU.

    I believe it's a hardware/driver issue..

    Have you tried playing with project parameters like Enable WebGL, Sampling, Downscaling etc?

    If I set "Fullscreen scaling=Low quality", then the tilemap flickering becomes much worse.

    I have acknowledged your comments on the issue and yes, there is correlation between graphic settings, hardware on different PCs and the amount of flicker, however it never fully goes away. That is why I submitted is as a bug.

  • Some support at last! I've been trying to get this addressed for a while! Thanks

  • a friend of mine with GTX1070 has also reported bad rendering on far zoomout.

  • Have you done the maximum zoomout? (just to be 100% sure?)

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    an HD video of the terrible render.

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    the video clearly showing the aforementioned rendering problems in extreme detail in 1080p <img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation">