Ribis's Forum Posts

  • szymek

    glad i could help!

    i had to learn all these the hard way.wish i had someone to tell me earlier.

    Ashley says that that's the way it is but i cant believe this because it renders the whole tilemap thing useless for many situations.

    so if you want to help out,

    bug him until he figures out a way!

    I try your suggestion but doesn't work...

    in my project the seams stay everytime... and a see a line to a png trasparent tiledbackground! I try all of the combination,

    pixel rouding ON, sampling POINT, low quality etc... but doesn't make any difference...

    how I can use tilemap if I can't use for this problem?? with webGL is working, but if i turn off webGL the seams return visible.

    I repeat, cocoonJS with a webGL on will be very laggy with 4/5 sprite with one color and one movement sine turn in 38fps! , without webGL the performance are incredible. 61 fps without lagging!

    this is a big problem for my opinion if the rendering of construct2 without webGL make this "seams" around the tile...

    it's a bug? we can fix it?

    thank you for the reply, I think this is very important to improve the performance... try in your project, turn off the webGL and try CocoonJS..

  • I'm no hardcore programmer and I only know some fundamentals of javascript and C++ OOP. Where can I get started? Or should I ask for assistance? If so, I'm on the wrong board I guess...

    I suggest you to "study" and write the project at the first... sometimes some project sounds easy, but when you try to make it will be more complicated...

    just start with your idea, and try to make simple and easy, this projects should use php, mysql and java maybe...

    you need to know how construct2 and the other code works together.... with the construct2 you can make a game, the problem it's to save the data on the database, integrate facebook and save JSON file on the server.

    you can find this example everywhere and I suggest you to start with the easier step (integrate facebook and save the data on the database) if you find some example in php of registration on the database, in construct2 works because it's just php, you need to get the value from conctruct2 and not the html file

  • if you want tilemaps without seams you must select sampling to "point" and maybe pixel rounding to "on"

    but you will lose scrolling quality and some png's will look a lot worse than the one you exported from lets say photoshop.

    if you create 1px invisible border around every tile how will you tile them?

    the only other way to not have seams without using the above at least to my knowledge is to use your tilemaps as sprites with animation frames. read the tutorial from ashley about "basic platformer"

    thank you very much for the reply, but I would prefer to use the tilemap... it's perfect to load with JSON file and implement in the future new level from internet.... with the sprite I need to "redesign" all of my game... this is my last point if i don't solve the problem

    I don't remember if I try this combination, if a lose the quality of png I don't care if my game run 60fps on iphone...

    the must of people don't care if the quality of the image is perfect, you can see a lot of application with a lot of download and the quality of the graphics are not very good...

    I don't understand that, If I make every tile with a trasparent border what happen?

    thank you very much again

  • scirra.com/forum/found-solution-for-seams_t93983

    it has to do with sub pixel rendering vs integer gpu rendering.

    so, what I can do it? I read the topic but I don't really understand how fix the problem, I tried a lot of combination (this night I will try another things... now I don't have my project with me)

    if I disable the webGL I can see a seams, but with the webGL the performance will be fewer like 20 fps...

    why in CocoonJS the webGL make this problem? I should contact ludei?

    It's very important the fps, because when the fps is 40/35 you can see a lot of lag...

    so only way to use Scale Outer + Linear Sampling and TileMap without seams

    is to make 1px invisible border around every tile?

    I tried a lot of combination... tonight I will try again

  • I'm assuming you're after something like this.

    https://dl.dropboxusercontent.com/u/108 ... lemap.capx

    yes, this is a perfect example!!

    thank you very much <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • EDIT: I ""fix"" the problem with high-DPI display= yes, but just on the iphone, on the computer I have the same problem

    Hi everybody, I have a very big problem about this...

    I made some tilemap in 64x64 and it was perfect after I disable the webGL.

    Why I would to disable the webGL? because with cocoonJS the frame will be amazing...

    I was made 6 or 7 object with a sine movement (for testing), with webGL, the frame was 42/38!! but, when I disable the webGL the fps turn on 62!!! without slowing down or lag!!

    I don't need to use webGL because I don't use effect for my project...

    Now, where is the problem? the tilemap... every tile has a tiny outline and I don't undertand why...

    someone know how I can fix it? it's very tiny trasparent outline...

    and another question is, I read in the manual, if you use webGL, the performance incrase like twice...now, why in cocoonJS is different? with the webGL the performance is ok, but if I disable it will be perfect??

    thank you very much!!

  • >

    > I need to spawn the object where the tilemap are in different way, but maybe is not possible...

    >

    I don't understand. Can you draw a picture?

    >

    > because with this method I can spawn the object with the specific x and y...

    >

    No.It spawn on tiles.For example,TiletoPositionX(1), spawn it on the 2nd tile horizontally(Since it starts with zero)

    yes different but it's the same... because I need to draw the code anyway... and with the tilemap you can't set a perfect axis....

    my method it's for save time, when you draw on the tilemap, you can save the tilemap in one JSON file... I'm thinking about if is possible to spawn the object where the tilemap is without write anything...

    like:

    for each single tile, where the tile is "1", spawn a object...

    with the collision you can do it, make a big vertical line and move in horizontal or vertical, and when the "big line" touch a tile numer "1", the "big line" spawn a new object where the tile number 1 is... I can do it actually but I would prefer without "scanning"

    thank you for the reply

  • Top left tile is zero and so on....

    thank you for the reply, but I mean,

    I need to spawn the object where the tilemap are in different way, but maybe is not possible... because with this method I can spawn the object with the specific x and y...

  • Use TileToPosition system expression to spawn on a specific tile.

    Do you want it to be spawned on colliding tile?

    I would like, when layout start, just spawn object where some tile are on the tilemap... i post the capx...

    I can do it with a collision maybe, but I prefer the first method... but I don't know how I can do it...

    Thank you

  • Hi everybody,

    I like to make this method for spawn my object where a specific tile is on the map.

    when I make a multiple level with a different map, to make easy, I would like to spawn some objects (coins...etc) where a specific tile is on the map, and after that delete the tile.

    I think is possible with a collision, but without collision is possible? I have this dubt...

    someone have some suggetion?

    thank you very much!!

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  • I am currently designing a shoot em up game meant to be played on mobile and tablet.

    Since I have like 3 years of experience in C2 I know how to make events in a safe way, but one question I am asking is:"what kind of things can make the gpu do more work?"

    Like for exemple, does setting the angle actually really make the GPU do more work to redrawn the sprite at an angle?

    Or other things like that

    Thanks in advance.

    I think the best way it's to try every single "doubt" with a debug and test on mobile... I have the similar problem for my game...

    I means, I made the map with the tilemap, but when the player is going to a specific region of the tilemap (45* degrees collision) I will lost like 20fps, and actually I don't know why...

    another, the mb of the images are very important, if you make a less mb will be better, save a png for the web for example will save a lot of kb...

  • Thanks for the guide! Studying Facebook's API now...

    no problem, I suggest to register on stackoverflow, is a perfect community for this problem... for the facebook API you need to know hot to implement facebook with php...

    at the first I suggest you to install XAMPP to test your application in local server... after that you need to make application on facebook and set the url of your application in the options of your application (search how test app in localhost with facebook)

    now, I suggest to load all information of the user with the API, you need to implement this code in your index.html of construct2 (rename in index.php, search how get the user data and the permission)

    now, you need to have a database and a php for communicate with the php..., should be like:

    when the user connect on the application, load the UID from the php (or plugin) with username,email...etc and send this information to a registration page in php. the registration page will save all of the data on the database.

    now, you need to make a code to see if the UID already exist on the database, and if the exist jump the registration, and if exist load all of the information in a specific page on php, and extract the data with construct2 to a specific variable.

    now, the problem can be how store the JSON file, because the database has a limits of the string, and you can't save the JSON file in one value. for this, you can make another code in php when the user is on registration... Remember, the UID of facebook is unique and this is very good, so that you can use this to make a folder in a specific server with a php code, and when some one need to save the json file just make another code to upload the file in the same folder of the UID.

    the easy way is:

    You can do it to send the JSON string with the AJAX, the limits of url is 2000 characters, for this you need to make more of JSON if your characters are more than 2000. if you make a map like farmville, you can store the tilemap in one JSON for example, another one for another things etc etc....

    for load the file will be easy because you know where the savegames are stored, by UID of every user...

  • Social games like the legendary Restaurant City or Farmville. Where will the data stored, how to retrieve information and data for the "neighbors" system and so on. So much is needed for a good social game. I don't see how Construct 2 can do this yet unfortunately...

    and I don't think it's easy. Correct me if I'm wrong

    Hi, I never play Farmville or similar game, I just saw to play my friends...

    you need to make a database to store all of the information... like, when someone connect in your game, construct2 should take the UID and save in database... all of the data (JSON, variable...) should be on the database.

    for the neighbors you need to make a code like "show friends who play the same app", this is easy, you can do that with php, after that you need to get the data from your friend (from the database) but how get in the games depends... in the game for example, you can appear a list of your friend with the avatar, and when you click to one, just open the data of your friend to show his game, and you can also add action....

    you need to know mysql, php, and the API of facebook...

    it's possible, I never try to show the friends who play the same application, but I'm sure it's easy

  • ok i did another test here to see if this might be something someone can look at.. the exact same problem is happening in this simple example as my full blown project..

    https://www.dropbox.com/s/7unguiia8x6bz ... e%201.capx

    notice how you you can click the back button but the tracking of these are not consistent.. the project only has this one graphic.. so i don't know what else can be controlled to make it where when i click anywhere inside this button will respond as a click action.. notice the solid color is an alpha blend.. i was thinking maybe 0 alpha pixels click "Through" while solid count, but it doesn't seem to be the case with this example.

    Any insight on this would be super helpful.. i'm working hard to get this done and this is a really silly bug i can't seem to get past having spent a lot of time trying different things to work around it with no luck

    Thanks!

    Caleb

    You need to fix the collision polygon for the sprite.

    Edit: ops, I didn't see

    it's because the collision of button maybe, i fix it and is work fine for me... you make like a "hole" on the collision <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Which feature is better?

    *Bullet behavior

    *Scroll to X

    Considering performance and usability.

    the best way is to look on the debug mode and try both of them... just make all of two and look on debug...