inkBot's Forum Posts

  • Seems to be working nicely. Very smooth. Although having the assets load in one by one looks odd, but that can be worked around I guess.

  • When a game goes into fullscreen, shaders don't seem to scale with it.

    I've noticed this in an Awesomium exported exe and in Chrome Version 22.0.1229.26 beta-m

    Image comparison

    I also tried it in Firefox, specifically Nightly build 18.0a1.

    There it did scale, though I'm not sure it did so properly.

    Image comparison

    To test this I used the Haze shader example added in r101

    Original post:

    I wanted to try out the Haze example in an Awesomium exported exe and inadvertedly noticed something. It seems that when you go fullscreen the shaders (or at least the warp one) doesn't scale with the change (if at all or not properly I don't know) to fullscreen.

  • LabChirp

    Pretty hard to really get into, but once you do (even slightly) it's very powerful.

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  • I wanted to try out the Haze example in an Awesomium exported exe and inadvertedly noticed something. It seems that when you go fullscreen the shaders (or at least the warp one) doesn't scale with the change (if at all or not properly I don't know) to fullscreen.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/exe_wnd_v_flscr.png" border="0" />

    Is this something that we'll just have to manually adjust for (and if so... how?) or is it something that needs to be "fixed" (in which case I'd post it to the bugs section)?

  • Unless you're talking about having two layouts be visible simultaneoulsy (like say with fade in/out the layouts would fade between each other instead of "layout1 fades out to black" then "layout2 fades in from black") I don't see the benefit.

  • Is this closer to what you were wanting to do?

    https://dl.dropbox.com/u/22615804/collision_edit.capx

  • Just read the license. As long as you don't make more than $100k you qualify for the Indie license.

  • It sounds to me like what you want to do can be done with the function plugin. Link.

  • In Construct Classic the platform behaviour had a function to add objects a list and ignore them (8 way did not have this though) maybe this is something that could be added to C2's behaviours?

    Though a tutorial for how to work with the custom movement would be great too. In my case I would like to use Custom Movement to add things that the normal Platform Behaviour doesn't support, like dashes or rope swinging. (I have done dashes with the platform behaviour, but i think custom movement dashes would give better results)

  • He said that he duplicated the layouts, the dialog doesn't come up when you do that.

  • When you have the layout selected you can change the event sheet in the properties bar.

  • If I'm understanding you correctly, what you're talking about can be achieved using global variables.

  • Unless they somehow decide something about no HTML5 games wrapped as .EXEs.

    Highly unlikely seeing as there are at least two browser based games on Steam currently.

  • Probably.

  • Aint Desura is better choise? Looks like indie-friendlier than steam - all those mods etcEasier to get onto? Yes. More profitable? Not even close.

    Nothing prevents you from submitting the game on both services though.