Sean Noonan's Forum Posts

  • The game is now running on iPhone 5 and iPad 2 pretty well. It's at 60fps on iPhone, fluctuating between 45 and 60 on iPad. The resolution seems to be working pretty well for both too, though for some reason iPad 2 is displaying 2 rows of garbled pixels along the top...

    Does anyone know if there's any way to check what device is being used at any given time? All I know is the "Is on mobile device" condition.

  • Even though it's fine using WebGL in a browser?

    I assume when the new iOS is rolled out for everyone, this will be less of an issue?

  • Oh and this is how it looks with WebGL disabled...

  • Reproduced exporting to CocoonJS

  • Top 2 are C2 and bottom one is GM?

    Nope! The top and bottom are C2 and the middle is GM

    Proof that the engine does not define the visuals

  • Three things right now. Two in Construct 2 and one in Game Maker.

    Can you guess which is which ?

  • Jack is coming back! This time for mobile

    Here's a wee peek at how he's lookin'...

    I'm having a bunch of troubles getting the game to run anywhere near acceptably on iOS right now, but hopefully I'll work through the issues and have it on the store soon. The Windows 8 store version should be done by the time the month is up - that version runs great!

  • Problem Description

    When you export a pixel based game using say - the retro template, if you ever use a 9 patch object, it becomes blurry featuring AA and other artefacting.

    This is almost identical to a bug I reported a while back: https://www.scirra.com/forum/viewtopic.php?f=152&t=100468

    That bug was fixed, but seemingly not for iOS export.

    Images:

    http://sean-noonan.com/development/dev_noonanrun/construct_ios_fukt_1.png

    http://sean-noonan.com/development/dev_noonanrun/construct_ios_fukt_2.png

    http://sean-noonan.com/development/dev_noonanrun/construct_ios_fukt_3.png

    Attach a Capx

    https://dl.dropboxusercontent.com/u/7282045/9patch_iOS_export.capx

    Description of Capx

    Just export the project to CocoonJS or Ejecta and run on an iOS device

    Steps to Reproduce Bug

    • Export the project using CocoonJS
    • Deploy it to the CocoonJS app on an iOS device via iTunes
    • Run it!

    Observed Result

    9 Patch looks blurry

    Expected Result

    9 Patch has the same sharpness as the tiled and sprite objects

    Affected Platforms

    • iOS export CocoonjS: (YES)
    • iOS export Ejecta: (YES)

    Operating System and Service Pack

    Windows 7 SP1 (problem witnessed on iPhone 5 and iPad 2)

    Construct 2 Version ID

    Release 178

  • Problem Description

    If you ever place either a tiled object or 9 patch outside of the layout on either the left side or the top, when you start the game it will move it right or down a single pixel respectively.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/7282045/borderoffset_tiled.capx

    Description of Capx

    There are 3 layouts that illustrate the problem - the 9patch and tiled layouts show that when you run the game the assets get moved down and left a single pixel whereas the Sprite has the expected behaviour whereby it doesn't move at all.

    Steps to Reproduce Bug

    • Create a tile or 9 patch asset
    • Place it slightly outside to the left or above the layout
    • Run the layout

    Observed Result

    Observe that asset has moved a single pixel in opposite direction to the one that it was moved outside of

    Expected Result

    That neither the 9 patch or tiled object do not move from where they are placed in the editor

    Affected Browsers

    • Chrome: (YES)
    • FireFox: Untested
    • Internet Explorer: (YES)
    • iPhone export (CocoonJS): (YES)

    Operating System and Service Pack

    Windows 7 SP 1

    Construct 2 Version ID

    Release 178

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  • I'm having the same thing with every pixel based project no matter what export type I try and no matter what the (new) downscale setting. If I have time tonight I'll provide a capx, but I have a feeling this will be an obvious fix as it's clearly only happening with sprite sheets.

  • Problem Description

    When you have a project correctly set up to emulate old school pixel graphics, the 9patch seems to behave strangely when webGL is enabled. There seems to be some blur around all of the pixels - this is not present when webGL is not enabled. This is something that seems to be exclusive to the 9patch as I have yet to see it in Sprites or TiledBackgrounds.

    Image of WebGL on: https://www.dropbox.com/s/rhoc2gnprcdcg36/webglon.png

    Image of WebGL off: https://www.dropbox.com/s/nzs8zgvko8l2xcf/webgloff.png

    Attach a Capx

    https://www.dropbox.com/s/lkpg8c5dfhd7j89/9patch.capx

    Description of Capx

    CapX shows how the different assets are handled differently. Sprites and Tiled Backgrounds are as expected, whereas the 9Patch is blurry.

    Steps to Reproduce Bug

    • Run the capX with WebGL enabled and look at the 9patch platform
    • Observe how the pixels are blurred at the edges
    • Run the capX with WebGL disabled and look at the 9patch platform
    • Observe how the pixels are sharp at the edges

    Observed Result

    Pixels are blurred at edges, emulating some form of anti aliasing when webGL is enabled.

    Expected Result

    Edges stay sharp as seen in the editor and pixel definition is retained when webGL is enabled.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (?)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 Pro

    Service Pack 1

    Construct 2 Version ID

    164.2

  • sean Noonan

    I don't know what I'm seein', but I'm loving it!

    The first area of an action/adventure/RPG I am slowly working on... might be a while yet ;D

    Working on porting Jack B. Nimble to iOS... here it is in 16:9

  • Some great feedback so far, hopefully we can respond to it in future versions

  • I have finally uploaded the latest version of Jack B. Nimble featuring new art, new achievements with notifications, a bunch of bug fixes and finally a fullscreen downloadable version!

    I plan on adding a Scirra Arcade version soon - just need to rip out the plugins I needed for GameJolt, etc.

    <img src="http://seannoonan.co.uk/development/dev_noonanrun/jackbnimble_screen_title.png" border="0">

    Grab a version from below and start beating those scores!

    Web version:

    http://gamejolt.com/games/platformer/jack-b-nimble/20923/

    Windows download:

    http://gamejolt.com/games/jack-b-nimble/download-distribution/22540/?os=windows

    Mac download:

    http:/gamejolt.com/games/jack-b-nimble/download-distribution/22541/?os=mac

    Linux download:

    http://gamejolt.com/games/jack-b-nimble/download-distribution/22542/?os=linux