sqiddster's Forum Posts

  • That note of 'rendering the screen only three times per tick' is interesting. I'm not interested in mobile development, but does a similar (albeit larger) limitation exist on desktop hardware? Does image size have a direct effect on rendering performance? I have heard it said that a GPU can draw any quad at the same speed but this statement seems to negate that.

  • Ashley, it happens for me in Chrome as well. (By the way, that text should say the only difference is their angles, not masks.

  • sqiddster reminding myself so I can test when I get to a C2 pc.

  • Thanks, ASHLEY. I will certainly look into GLSL if I need some more advanced shaders. The hexagonal pixellate and adjust HSL were just for demonstration purposes.

    I just tried it, and it works but does some weird things. Using hexagonal pixellate again as an example, for some unknown reason it's actually turning the image upside down! Oddly, if I set the mask to any angle other than 0 degrees it works. This may well be a specific hexagonal pixellate problem with which I have little interest, but I thought you might like to know.

    dl.dropbox.com/u/41931267/MaskBug.capx

  • Remember that (AFAIK) images go straight to the RAM - so a game like this will be very RAM heavy.

    I'd generally recommend that you don't pre-render your levels like this. It makes editing a huge pain and is very performance intensive.

  • Could C2 be used to create commercial game? What things prevent it to create prototype only?

    Absolutely! Just keep in mind real-time multiplayer isn't feasible at the moment and performance won't be as good as a low-level engine.

  • R0J0hound, fascinating! I'll have to hook that up to a function and make by life a little easier.

  • I'm sorry for not directly answering your question, but I find that HSL values are actually a lot more user intuitive than RGB values. If a user wants 'dark purple' for example, in an RGB system this would require a bit of experimentation from those not educated in color theory. In an HSL system, It's easy to find 'purple' then 'dark' and adjust the saturation if need be.

  • The question is, do you need all those variables, or can you use arrays?

    I.E. are your variables all different, like:

    PieceMoving

    NumberOfPeices

    or are there some related variables, like:

    Piece1Moving

    Piece2Moving

    Piece3Moving

    etc.

    The first case is fine, the second is inefficient.

  • Anything can be ported. datboidrew 's game Super Ubi Land is being ported to Unity for the Wii U.

    I actually don't know much about this, but I'm guessing that porting sometimes involves (as it will in this case) a complete recreation of the game in another engine.

  • Link to .capx file (required!):

    dl.dropbox.com/u/41931267/MaskBug.capx

    Steps to reproduce:

    1. Create a new project with 2 objects: something as a mask and something to apply the effects to.

    2. Add two 'mask' webGL effects to the masking object.

    Observed result:

    Only the bottom effect has any effect.

    Expected result:

    Both effects should be applied on the bottom object.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: N/A

    Operating system & service pack:

    Windows 7 home premium

    Construct 2 version:

    r117 business

  • 0 is max volume, negative infinity is off. This may sound a little strange but (I think) it's the standard way to do volume.

    (I would really like the ability to set the volume from 0-100% however!)

  • , there is an angry birds-style game included in the project templates I believe.

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  • If you just want to scroll on the X axis, just get rid of the scroll to behavior and add an event:

    Every tick: Scroll to X: Ball.X

  • I'm glad to hear Scirra's dedication to making their software capable for a full-scale game!

    The issue of 'fake developer' is interesting to bring up though. I wonder if, were a C2 game to become popular, it would not be seen as highly as a game made in a more low-level engine. C2 is so good that it almost feels like 'cheating' to make a very good game in the software - would other developers feel 'cheated'?

    This also brings up a question which I have not been able to answer honestly - does a C2 game deserve as much respect as the same game made from scratch?