tgeorgemihai's Forum Posts

  • anata

    Thanks <img src="smileys/smiley20.gif" border="0" align="middle" /> The grid was caused by the resolution of the tile (I've forgot that I have to use multiple of 2). Tried with tiles of 64x64 and worked perfectly <img src="smileys/smiley20.gif" border="0" align="middle" />

    Your game looks great <img src="smileys/smiley32.gif" border="0" align="middle" /> Does it support multiple resolutions ? If yes, what is your method ?

    Ashley

    Thank you <img src="smileys/smiley1.gif" border="0" align="middle" />

    Yes, I've found about the seams after I "fixed" the tiles resolution <img src="smileys/smiley24.gif" border="0" align="middle" />

    I use a square-ish resolution and Scale Outer in order to maintain the same size of the objects (same scale) in game regardless the orientation of the device. I usually use 720p, but there I used 900p (as a test) especially to be between 720p and 1080p in order to not lose too much quality when upscaling (and downscaling would look great).

    Too bad that TileMap does not work well when downscaling, makes it very hard to use with different resolutions (aspect ratios) <img src="smileys/smiley24.gif" border="0" align="middle" /> ... Even when used on screens with the same aspect ratio, the quality/details of tiles is lost when used on bigger resolution <img src="smileys/smiley6.gif" border="0" align="middle" />

  • Ashley

    anata

    Aphrodite

    The TileMap works great in Chrome, but I can see the grid in Firefox, Internet Explorer, Node-Webkit, CocoonJS and Android Browser (Android 4.0.4 ICS)

    <img src="http://s16.postimg.org/msvu6x4xx/Tile_Map_Bug.jpg" border="0">

    TileMap_Bug.capx

    Is this a bug or did I implemented it wrong ?

  • Ashley

    Is there any way to make TileMpas look good on different resolutions except downscaling ? Something like sprites to be able to use bigger resolution textures ?

  • ChrisAlgoo

    This might help:

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  • RookieDev

    Bl4ckSh33p

    Forget about making water like Terraria/Minecraft ... For that you will need to have your level structured as array and apply Flood Fill .

    Better use this (might be a little CPU intensive):

    Subscribe to Construct videos now

    OR

    If you mean sine wave effect, R0J0hound made something here:

    http://www.scirra.com/forum/1d-water_topic47386.html

  • You're asking a lot of questions about a recently introduced feature.

    Why not just prototype a few scenarios. That way, you'll be able to both provide yourself and the rest of us with the answers.

    I already tried but didn't find what I want ... The only way to use higher resolution textures is to create the TileMap at 2x the size I need and set layer's scale to to 0.5 at the start of layout.

    I thought there might be something like this:

    http://stackoverflow.com/questions/13763769/how-to-create-single-tile-map-for-universaliphone-ipad-for-cocos2d

  • Up <img src="smileys/smiley2.gif" border="0" align="middle" />

    Any way to change TileMap's texture in game ?

  • Is better to use bigger or smaller Tiles ?

    Also, is there any way to use 2 different textures (low quality and high quality) using the same TileMap ?

    I am designing my game for 720p but if the resolution is bigger, the characters will use higher quality sprites (another set of animations with bigger resolution). Can I do the same with TileMap ?

    Anyone ?

  • R0J0hound

    Bad news... in CooconJS Launcher shows exactly 6 FPS <img src="smileys/smiley19.gif" border="0">

    Have you seen this?

    http://www.scirra.com/forum/3d-objects-without-webgl_topic69562.html

    Maybe it can be helpfull?

    That is great, but as Ashley said there: "3D without WebGL is generally too slow to be useful" and he is right... I tested the phoria.js demos on iPhone 4 and I get 1~10 FPS in browser <img src="smileys/smiley6.gif" border="0" align="middle">

    <font color="blue">Of course if phoria.js is implemented in C2 as the Effects are (require WebGL), it could be totally usable</font> <img src="smileys/smiley20.gif" border="0" align="middle">

    Still, the solution that I presented was to create simple 3D objects using images (no "real" 3D involved) in order to maintain canvas2d compatibility at decent speed.

    Also, R0J0hound's solution to use his plugin is great (use only one object instead of many), but is slower on mobile if used to render more objects <img src="smileys/smiley2.gif" border="0" align="middle">

    I've just purchased Spriter for character animations, but I can also use it to exemplify my 3D implementation <img src="smileys/smiley20.gif" border="0" align="middle">

  • R0J0hound

    Nice update <img src="smileys/smiley20.gif" border="0" align="middle" />

    Too bad that is unusable on iPhone due to lack of WebGL in browser (1-3 fps on iPhone 4), but runs quite well on PC. I am really curious how would it run on Android (browser and CocoonJS) ... my LG Optimus 2X is currently at service (sudden death).

  • Quality control from Microsoft really sucks on Windows Store <img src="smileys/smiley5.gif" border="0" align="middle" />

    I understand that they want to populate the store as soon as possible, but except from the games made by big developers and some indies, the Windows Store is full of crapware ... If they keep going this way, they will surpass Android Market in fart apps in no time.

    At least the games are Free <img src="smileys/smiley24.gif" border="0" align="middle" />

    But still some copyrights are involved/infringement ... I mean we are talking about Mario, Pokemon, Despicable Me, Yu-Gi-Oh!, ... etc. One should lived under a rock to not know about these <img src="smileys/smiley13.gif" border="0" align="middle" /> and work in IT department.

    This reminds me about the Unity Tutorial Demo that was released by a "developer" for 0,99$ ... and some idiots actually bought it <img src="smileys/smiley26.gif" border="0" align="middle" />

    Also, Ashley should check if these "developers" have bought a C2 license first.

  • anata

    Ashley

    Thank you <img src="smileys/smiley1.gif" border="0" align="middle" />

    So is better to use only one TileMap for both layers (one with ground objects and another one with the background sky and clouds) instead of two separate TileMaps.

    Is better to use bigger or smaller Tiles ?

    Also, is there any way to use 2 different textures (low quality and high quality) using the same TileMap ?

    I am designing my game for 720p but if the resolution is bigger, the characters will use higher quality sprites (another set of animations with bigger resolution). Can I do the same with TileMap ?

  • I know how to use TileMap and 9-Patch as individual objects, but I want to know when and where should I use each ?

    For example, I want to make levels like these ones:

    Island Level

    Forest Level

    Rock Level

    Snow Level

    Cave Level

    I want to mention that the levels will have at least 2 layers (one layer with solid objects and one with the background).

    Which one should I use ?

  • R0J0hound

    Respect <img src="smileys/smiley32.gif" border="0" align="middle" /> My mind is blown <img src="smileys/smiley41.gif" border="0" align="middle" />

    Even though I don't understand the formula/algorithm, with the second demo I can easily make a 2.5D Platformer just by editing the ground from the Layer 1.

    Also the view can be changed by editing the global variable VIEW_TILT (viewing angle) and EYE (zoom) <img src="smileys/smiley20.gif" border="0" align="middle" />

    irina

    Textures are the Animation frames from the sprite face.