stillinthe90s's Forum Posts

  • Hi all!

    I managed to implement Ashleys fullscreen-aspect ratio math as shown here, but now my shooting function is messing up player movement in fullscreen.

    The problem seems to be the group "Shooting" in Layout7 which positions the muzzle fire.

    Compare shooting (ALT key) while walking, between windowed and fullscreen.

    dl.dropbox.com/u/42681740/topview2c.cap

    Edit: Forgot to explain the keys:

    Moving: "Arrow keys"

    Shooting: "Alt"

    Run: "Shift"

    Fullscreen: "F"

    Windowed: "W"

    Thanks.

  • sqiddster & Ashley - Thanks for further clarification.

    It seems that I knew less about rendering than I thought.

  • sqiddster - Sorry, my bad. What I meant to ask was: "Would this mean that only webgl rendered graphics are loaded by layout...?" Or will it affect canvas 2d as well?

    Webgl only, would be bad news for me.

    ...and for my crappy video card.

  • Related.

  • ...the normal canvas 2D renderer doesn't actually provide explicit memory management options, but hopefully the browser will manage it automatically in that case.

    Would this mean that only webGL effects are loaded by layout, in a browser game? So all ordinary graphics are still loaded as a big memory block on startup? Or is this a mobile only issue?

    I'm not very familiar with these things, sorry.

  • This feature, plus the recent exe export, will definitely have me and a bunch of other people moving from cc to c2.

    I just hope any of you old hands will make a tutorial for it.

    Ashley: Hat and toupee off.

  • I love layout by layout loading which is designed for complex and big games.

    I have to agree...

    Thank you.

  • Thanks!

    Er... when is this release due?

  • Hi people!

    I was wondering how the plans for implementing layout by layout -loading (or something similar), are coming on.

    It seems to me that this would broaden c2 and allow better looking, larger and more interesting games.

    Anybody heard anything?

    Ashley?

  • Got it!

    Turned out that it was the fullscreen function along with over use of always -events.

    Fullscreen really seems to act in weird ways.

  • Thanks for looking at it.

    Did you really not notice any difference in player turning speed, between the small and big rooms?

    The problem with 800x600 is that the graphics are made for higher res, so everything will look big and blurry in fullscreen. Running in a window is really not an option since the idea was to have GUI bars with text and stuff (and they would turn out very small). Plus, the idea was also to have shooter sequences which demands a larger "view" for the player (i.e. you won't see the enemy until he is in your hair, running in 800x600).

    Oh, well. I guess it's sprite scaling time then.

    Thanks again.

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  • I only used semi-transparent sprites for shading, and replacing them with solid ones didn't really do anything. Thanks for the tip though.

    It may run smoother or even flawless on a fast machine. Could someone verify that?

  • I was trying out some graphics in my learn-how-to-use-construct -project, and found that they cause a massive slowdown to my machine, when run. I fear this is due to several problems. One obvious reason would be that they are big and partially transparent, but my home made keyboard control may also do some damage.

    I would like to be able to run it in fullscreen high res (1280x800 would look good) but that is just not possible at the moment.

    Making the sprites non transparent with fewer colors or cutting them into several smaller ones did not seem to have any impact.

    Any ideas about where to go from here?

    dl.dropbox.com/u/42681740/check.cap

    Check what 1280x800 does to it.

    Thanks.

  • Hat of to you!

    Solved it with a sphere shaped collision mask.

    Not a very user friendly way of setting up mask though.

    I never would have found it without help.

    Anyway, all is well and everyone is happy. Thanks again.

  • Thanks for your quick reply.

    I tried using various "push player out of..." -combos but with no success. It actually made things even more twitchy. The size of blocking objects does not seem to make any difference either.

    I cleaned up the worst mess in the cap but it's still rather messy:

    Edit: failed to post a proper link.

    dl.dropbox.com/u/42681740/topview.cap