lokesen's Forum Posts

  • That's very odd - are you sure it's not just because when you're zoomed in less of the game is showing actually on-screen? Anything offscreen generally isn't drawn.

    No - this is legitimate enough.

    Try it yourself, it just has to be in full screen of course. Set the browser to 100% and full screen, then try setting it to 200% and try again. The rendering quality is lower, but performance GPU wise is almost doubled.

    This is the perfect way to scale quality vs. performance.

    So I would love the Browser plugin to have a zoom setting. I am very surprised this is new to you :D

  • If you run a GPU intensive game, different page zoom levels will give different performance like this:

    100% = 31 fps

    150% = 45 fps

    200% = 60 fps (max)

    So page-zoom in the browser can be used to gain more speed on systems with low-end gfx, like the onboard Intel HD 2500,3000,4000. The only catch is that the quality goes a little bit down of course.

    I would love Ashley to include zoom control in the browser API so we could add this feature to our game settings.

    Cheers!

  • When I use:

    Player collision with object -> Destroy

    It all works fine and the object is destroyed and only the object in collision with player.

    But I want to use Distance(x1, y1, x2, y2) instead of collission with round objects to use the CPU less.

    My problem is that Distance(Player.x, Player.y, object.x, object.y) -> Destroy, destroys all similar objects when true, and not just the one in "colission".

    So my question is - how do I do so it's only the one in "colission" that is destroyed and not all similar objects on the layout?

    And also - does the distance expression use less CPU power than "colission with" polygons?. I have many collisions in my game, so even a few % optimization is deffinately worth the effort.

  • Thanks Ashley, very helpful information.

  • I got it now - it's just takes a while with a 50 MB project on a slow server.

    The browser plugin needs a force update option...

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  • Is there a way to get the game to reload or refresh the offline cache when the online version is newer or updated?

    Im having a very hard time deleting my internet cache everytime I wan't to reload the game in a newer version. All savegames and highscore gets deleted this way too. There must be a better way...

  • When going into fullscreen with f11 in chrome, everything works.

    When using the request fullscreen in the browser plugin, a white vertical line is created in the left side.

    Fullscreen issue sample

    First press f11 to test the regular fullscreen.

    Press F for fullscreen request and W to cancel.

    This issue is present in all my projects.

    Apart from this line issue, performance seems to be much worse with using fullscreen request compared to f11.

    Cheers.

  • lokesen - very odd, I cannot think of any change in r107 that would affect this. Anyway, glad to hear it's sorted, so closing.

    No not according to the changelog.

    I only found one animation that kept looping no matter what I did. I solved the problem by making a new sprite and copy over each frame individually and then it worked fine. All setting and event was the same, except from the new sprite name of course.

    So it must have been some kind of error in that sprite.

    Now everything works.

    I'm actually a bit of a nervewreck everytime a new beta comes out, with almost 3500 events in my game, something is bound to go wrong with each new beta. But if I just waited for the stable release there would be too many changes to keep track of.

    So far it has been quite easy and worth almost every update.

    Keep it up! :)

  • It is not actually possible for the image quality to have changed unless you're using shaders, and it doesn't sound like you are. Are you absolutely certain this has changed? I would say it is extremely unlikely this has actually changed in r107.

    You are probably right - it could be Chrome that has changed. IE, Firefox and Chrome has very different colours with C2, so it could easily be one of the automatic Chrome updates.

  • With your tips I managed to get a perfect result. It's not as easy as I would like - but it works and that's good enough for me.

    Nothing about making a good game is easy - that's just how it is.

  • First of all, this probably isn't a bug, but more an observation.

    I don't know if this is related to the WebGL changes, but the contrast and saturation is a few procent higher in [R107] than it was in prevoius releases.

    I am using a monitor calibrated for photo work and the change is very obvious to me. I have to say I like the change as is gives a much clearer image and less washed out colours. I hope this is intended.

    (btw. Ashley, the animation problems are completely gone in R107 - I don't know what you did different from 106 to 107, but it sure worked!).

  • lokesen - believe it or not, this example is actually working normally and is not a bug.

    Obviously, the Tiled Background object wraps its texture, so if you enlarge it the image repeats throughout. However, if the object is sized 32x32 with a 32x32 image, and you zoom in a little (in this case using fullscreen mode), it actually does a tiny bit of wrapping round to the other side of the image at the edges. Imagine the image is still tiled in those directions, just you can't see them because they're outside the bounds of the object. So in this case one edge is black and the rest is brown; the side opposite the black edge will still wrap across to the black-edged side ever so slightly, and this creates a visible seam. It's enough to still seam when pixel rounding and point sampling are on. This is just how computer graphics works and would happen with any tool or framework.

    The workaround: add an extra row of pixels to the image, or resize the image ever so slightly smaller. For example, make the image 32x33 to add an extra row of pixels along the bottom, and make them the same color. Or, just resize the Tiled Background to be e.g. 64x31, so the last row of pixels doesn't wrap around. Or, just position the other backgrounds to slightly overlap and hide the seams.

    Thanks Ashley - I will try to work around it.

  • i'm have a same problem, the animation often skiped, and play 2 frame/10, my project is quite huge, it's not happened since r105-106, i can't post capx in here.

    Try R107! It has fixed my animation problems! This is just great.

  • We really do need a .capx, as described in how to report bugs. It is almost impossible to fix a problem without a .capx demonstrating the problem, and a minimal project consisting solely of the minimum objects necessary to reproduce the problem makes it a lot easier to fix as well.

    There have been two changes to sprite animations recently:

    r105: a bug was reported where 'set animation' in an 'on animation finished' event did not work. This was fixed, but accidentally broke how some projects work.

    r106: fixed the projects that were broken by r105, but while also keeping the fix where 'set animation' did not always work.

    So my best guess is that you use 'set animation' in 'on animation finished' events, which previously did not work but are now having an effect. That's all I can say without seeing a .capx though.

    I was just preparing a capx for you when the mail about R107 ticked in...

    I couldn't resist trying it - fearing it would be worse. But you know what? Whatever you did in R107, actually fixed the problem for me!

    Thank you ;)

  • Thanks Ashley - I will try to make a capx with the isolated problem for you.