jobel's Forum Posts

  • carrying this over from this thread (since it won't let me reply because it is too old -1 year- even though it is totally relevant and could help people)

    construct.net/en/forum/construct-3/general-discussion-7/rgbex-misleading-155134

    dop2000

    rgb() takes numbers in 0-255 range, rgbex() uses 0-100 range.

    Try rgbex255() or rgba255()

    this doc is confusing and seems to contradict what you are saying there. Does the 255 and "Ex" mean the same thing or does it mean something else?

    I guess I'm asking --- what does the "Ex" mean?

    EDIT: nevermind, I think you answered it here that "Ex" meant expression from c2

    construct.net/en/forum/construct-3/how-do-i-8/ex-rgbex-154534

  • calminthenight

    If you used separate sprites you could just load the next image into memory before it is actually needed and then when you switch to it there shouldn't be any lag.

    oh do you mean make the sprite global then load the image from the previous layout? that is interesting. if the previous image was larger, would that "free up" memory when the new layout loaded? (I don't really mean free up, I just mean only load the new image size instead of the old size since its global?)

  • calminthenight yes that's the issue, I use one generic layout.

    EDIT: is there a way to load the image without any sort of lag or performance spike? is there a technique that people normally do to avoid the player seeing this?

  • the viewport resolution: 854x480

    I have about 8 stars (background sprite) in the game but only 1 is shown on each level.

    stars range from 600x600 and larger - largest one is 1024x1024

    currently I have each frame of the 8 stars in one sprite (frame speed 0) and I just flip to the correct frame for the level the player is on.

    I assume this is wildly inefficient because the other frames are in memory taking up space when they aren't needed.

    In the past I dynamically switched (using the URL loader) the star image but sometimes the loading lagged and you the player saw the switch happen which was no good.

    any suggestions on how I should handle this?

  • that's a relief, I hate when weird stuff like that happens... I had some similar types of issues that persisted for many months, only to discover it was some simple thing I had to do...

  • sounds like it has something to do with your system, I highly doubt its something in your project file.

    are you using Chrome? is Chrome set to update automatically?

    Find out what graphics card you have and go to their website, search for driver updates and install - How old is the system? if its older this is most likely the culprit.

  • does this happen on all projects or just the one you are working on?

  • Asmodean Thanks!! that totally works...

    I assume there will be some sort of minify issue on Export. I was getting something similar from using a converted AddOn from Rex's CSV addon.

    While I use the CSV plugin everywhere, the VHSdmg is only in a couple places. So the extra risk is minimal.

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  • so you want to have a tile-like movement?

    what is the resolution of your game?

  • are your video card drivers up to date? usually that is the issue with most graphic issues like that.

  • GamerDude96 cool thanks, the noise and blur work well. I just need that flicker, and messed around with the warp but cant seem to get it quite right.

    I found the original C2 plugin (.xml and .fx file), I wonder if anyone can convert to c3?

    dropbox.com/s/dhkl9qibb9uawct/VHSdamage.zip

  • I thought there was a 'VHS' or distortion flicker effect but I can no longer find it.. I think it was C2 only.

    I'm trying to make a hologram sprite flicker. Anyone know of a good effect to do that?

  • newt very true, if I had a little pop up showing that little ship coming back saying "I'm gonna get you back, you better leave!" it would be obvious to the player what to do.

    yeah I mean, this might be the fix... I know its a subtle thing

  • DiegoM that is interesting.. and I agree a random event or some sort of narrative is probably the way to go to make the level different however, I still think the real problem remains.

    If I make the level super fun and the most exciting thing ever... why should they go there again? I feel its a really small subtle thing, something I currently don't have at all other than that little ship on its way heading back there.

    There's no immediate sense of: "okay, I need to play that level again". If there were an expansion checklist (not that I want to enforce X number of visits) then at least the player would see the progress bar and know "okay, I have to go back there" - being in the level and realizing it is the same repetitive task is after the fact. I need them to want to go there without thinking about what they will be doing... if that makes sense?

    this first map really highlights the issue. the player (at first) can only reach the system closest to them (I revealed the whole map just to show it - but the player only sees that 1 system next to them).

  • ah yes, that is a small little "cheat-sheet" of "what can I afford right now?". This isn't final, while I like this little cheat sheet, I'm not sure if it just overwhelms players or not.. I might make it collapsible.

    and when it reaches 100% it needs to glow or be highlighted in some way.

    but that icon isn't supposed to be big on the screen. The tutorial will have a progress bar on the top right.

    I'm thinking of more organic ways to get the player to want to revisit. To maybe make something different about the level that they might want to return