helpcomputer0's Forum Posts

  • Thanks Ashley, that solves the tile border issue. Unfortunately though now I can't apply the distortion effects I want (noise, bulge, blur, glow...) to the low quality render without it looking really bad.

    I'm not sure if I'm doing this correctly (applying effects to a white tiled background on the top layer which multplies everything below it), or what I want is just not possible in C3.

    The way I would do this in SDL2/OpenGL would be to render everything to a texture at the base resolution and then upscale the texture to the screen/window using bilinear filtering and apply the shaders/distortions to that.

    The only way I've been able to achieve the effects I want without tilemap border issues in C3 is just to not use tilemaps and use sprites/tiled backgrounds for common platform patterns instead, but obviously this means buildings levels is more time consuming, and probably runs slower.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hi,

    What is the correct process to render everything to a base resolution and then scale that up to your screen/window resolution with filtering?

    As this seems to be the only way to avoid tile border artifacts when using bilinear filtering. This is what I would do in a custom engine but I don't know how to do this is Construct.

    Below is what I wanted to avoid.

    Tagged:

  • helpcomputer0 Beautiful game!

    BTW, how are you posting screenshots without the default grey border?

    Thanks!

    I uploaded the image/gif to imgur.com and linked to it here using tags (change "im" to "img"):

    [im=https://i.imgur.com/C5EdLC1.gif]

  • Designing stages in Shadownaut to allow different play styles, some may be easier here but have tradeoffs elsewhere in the game.

  • I'm using AdvancedRandom.Classic2d(x,y) (with x and y being my tile coordinates) to generate reasonably good maps, but I want the map to be horizontally tileable (not vertical).

    It seems simple to gradually interpolate the left and right edges but I can't find a good solution within C3.

    Here is what I mean, this is the same map tiled next to itself:

  • I'm hoping this is something simple that I forgot to do...

    Exported as HTML5 and uploaded to itch.io.

    Using arrow keys works in the game, but also scrolls the browser window (Chrome and Firefox) when up and down arrow keys are used, or spacebar jumps to the bottom of the window.

    I've uploaded several games to itch before and never had this issue. What am I forgetting to do, or is this a bug?

    Using C3 web version Release r136 stable.

  • Must admit i preferred Dragon Zero, Shadownaut just doesn't do it for me, makes me think of space. Perhaps ShadowZero?

    There were other things to consider too. Shadow Zero for example is the name of a creature from Seiken Densetsu, and names of many other things in an internet search. Shadownaut is more fitting to the story too (which does have a space element to it).

  • That's fantastic! What were you calling it before?

    The working title was "Dragon Zero". I never really liked it and it was used elsewhere.

  • WIP title screen and I've finally chosen a name for this:

  • helpcomputer0

    congratulations on getting into the new edition of Retro Gamer Magazine with this game

    Thanks! It was pretty cool!

  • Hey, dude!

    Just wanted to pass by and say it's so nice to see your progress.

    All animations looks really smooth. I'm wondering how many effects are you using on objects, haha.

    Thanks Antoine!

    Not many effects. There is a distortion shader on the water, everything else is layer modes (multiply colours, overlay shadows, etc).

  • Looks like a quality Steam game to me =] How far are you with the progress on it now?

    p.s. I absolutely love how you did the water canal effect!

    Thanks! Hard to say but less than 50% complete overall for sure.

  • Very nice! We still have the old light guns, Virtua Cop disc and Sega Saturn in our lab at work - this definitely scratched an itch! The sight on the enemies with the countdown triangles was spot on.

    I started out shooting 'offscreen' to reload, whoops.

    Next up House of the Dead?

    You have Virtua Cop at work?? I wish...

    House of the Dead would be cool, but I'll finish other projects or make a full version of VC before that.

  • Looks, great! Love the lighting in the water and how the 'reflection' goes away when the lamps are destroyed. Is there some other way to delinate what is hackable or not? For example a symbol (animated?) or color instead of the 'Hack' text tag? Or is there some stylistic reason you would rather have a text tag? I do see the prompt '>', so perhaps you are trying to show this is a old school DOS shell or something (which does seem good and thematic.)

    It's just a placeholder, I might use a word or a symbol for the final version.

  • Using a simple disable hack on a drone to clear the way.