TiAm's Forum Posts

  • > It's like...Somebody is in my brain...

    >

    BOOO!

    > Seriously though, all these effects are great. Thanks for sharing.

    >

    Thanks, I'll try to do more... in fact just did - say hello to... DOTS!

    It basically lets you set every n-th pixel to show, vertically and horizontally, so it's like a very configurable scanline effect. Set the grid to 1x2 and you get classic scanlines:

    Set it to 2x1 and you get vertical scanlines:

    Or do both at 2x3 and throw some glow effects on top:

    Ah, fond memories of Starcraft custcenes...

    Added to the full listing above.

    And of course, the game I'm working on now is an old arcade game...and I've been trying to find a good scanline solution.

    This is getting seriously freaky now.

  • imaffett

    I also tried three different open source codecs: WebM (VP8, vorbis), WebM (VP9, Opus), and OGV (Theora, vorbis). All of these worked aces in chrome for android.

    Chrome and chromium support all these codecs, though chromium -- and, likely by extension, crosswalk -- doesn't not support MP4 (h264, aac) due to licensing issues.

    Hope this can be sorted; WebM (VP9, Opus) support would be particularly useful, as it is actually superior to MP4 (h264, aac) at low bitrates, which really helps with scooting in under the 50mb limit for android.

  • > While your being awesome, any update on a 'grouping' system that would let us group together parts for easy mass export to spriter?

    >

    I obviously keep track of all the ideas and have had some thoughts about this one - it could either be a little simpler - just assigning certain groups to parts or, more complex (argh, math, mine ancient foe! *hisses*) where you can manipulate them together.

    It's all a question of resources - be it time, skills, inspiration or actual need to earn a living. I'm more and more thinking about trying kickstarter, so all these suggestions go onto the big list for the future (tiers?).

    I'd totally go in for a StuffGen Kickstarter, and I doubt I'm the only one. I think it's easier to get apps/games on kickstarter than some other ventures, so you'd probably get right in.

    > I'm seriously thinking of using StuffGen to make some big multipart bosses in an upcoming project (think castlevania or gunstar heros). StuffGen is pretty close to the art style in the project (my existing assets are very colorful, minimal, and geometric).

    >

    That sounds super-great - I'm sure despite there being preset parts an author's personal style would still shine through for fairly unique results, especially as the part set grows an (finally) we also get more part sets. I'm always excited to see things someone else manages to build.

    Also Gunstar Heroes is the bomb.

    One thing to keep in mind, though - all the way up to 1.0 (or would that be Z? Or 0.99?) the partset will change and the save system might change and so on. I do sequentially save these, so if anyone is like "you took version E down and I had half of my game done in that!" I'll be able to put it back up - but just a warning, either way

    Thanks. I'd probably 'elaborate' in inkscape/gimp/krita, but overall I think it would be a great fit.

    As to versioning, what about a shared dropbox/G-drive with all the versions? Just keep dropping in the new ones whenever you update.

  • Just to bump this, I also found this great tutorial by Fronne:

    https://www.scirra.com/tutorials/1153/m ... ces/page-1

    It is a combination keyboard/leaderboard tutorial. The great thing about this is that you can change the keyboard graphics to whatever you want, so that it'll fit the style of your game.

    Anyway, just figured this might be useful for anyone who stumbled on this thread later on.

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  • Somebody

    Seems like a very cheap effect. Awesome too.

    I dropped it into my current mobile project and set it to modulate every tick. FPS was the same as without it. My android device is lower end, so I'd say you're looking good with this one.

  • Nesteris

    /Start: Massive Geek Digression

    I actually have a plasma, and while they have a vast litany of drawbacks, there is one thing they are uncontested at: TV and movies. In a dark room they beat the pants off any LCD display.

    ULED is interesting, but frankly it sounds like it's just a souped-up local dimming + Quantum-Dot solution.

    Quantum-Dot TV's have better color saturation than LCD, but can't compare to plasma/OLED on contrast. Local dimming...don't get me started.

    The article I read said that the ULED tech was shown off in a brightly lit showroom where the superior contrast of OLED (and, likewise, the blooming caused by local dimming) would be impossible to spot.

    I'll agree: 4k movies/tv are pointless for screens that aren't wall sized. But 4k for coding/graphics? Yes please.

    OLED blue element lifetime has improved significantly since 2008. At this point: only an issue for monitors running 24/7. Burn is still a concern though (not near as much as with plasma).

    The sticking point? Price. OLED is still too damn expensive. 50 inches has to get <$1500 to be competitive, and that's a way off.

    /End: Massive Geek Digression

  • Whoa, shift is awesome!

    I swear, I few minutes ago I was thinking how useful it would be to be able to 'offset' an image. I click on this thread randomly, and there it is.

    Spooky.

    It's like...Somebody is in my brain...

    Seriously though, all these effects are great. Thanks for sharing.

  • Just to add to the discussion regarding monitors and 60/120Hz, I am reminding people that very soon, with G-Sync monitors and similar technologies, we won't have 60/120Hz refresh rates enforced by the display hardware any more ; we'll have monitors that have refresh rates *up to* 60/120Hz, but that will wait for the GPUs to shows frames at lower rates without tearing (16ms here, 19ms there, maybe 22ms here, 17ms there, etc.)

    Wow, that's really interesting...I had no idea such a thing was in the works. Such tech would do wonders for the apparent smoothness of games, as a game 'only' running at 40/50fps could still look really good if screen refreshes were synced up with it. Would be great on mobile where good framerates are less of a sure thing.

    Ok, so my next monitor has to:

      1. Be OLED. 2. Be 4K 3. Be ~30 inches 4. Have G-Snyc up to 120hz. 5. Not require me to sell any more internal organs. I think I should hold on to that last kidney.
  • While your being awesome, any update on a 'grouping' system that would let us group together parts for easy mass export to spriter?

    I'm seriously thinking of using StuffGen to make some big multipart bosses in an upcoming project (think castlevania or gunstar heros). StuffGen is pretty close to the art style in the project (my existing assets are very colorful, minimal, and geometric).

  • > WebM (VP8, vorbis) and OGV (Theora, vorbis) also fail. All of these videos run fine in chrome for android and firefox for android.

    >

    > Why doesn't crosswalk support this? Is there some additional step required? Where is the missing link here, in the video plugin, or in XDK?

    >

    > This is getting really aggravating...

    >

    I have the same problem, have you solved it?

    No. I was hoping to get some reply from Ashley or intelrobert, but nothing so far. Looks like imaffett is at Intel too, maybe he would have some input.

    If this isn't supported, okay, but there is no official info from either Intel or Scirra that says 'videos are MIA on crosswalk'.

    What's frustrating is that it works great on chrome mobile. I have a pretty low end android device, but amazingly enough I can not only play a video at decent speeds when previewing in chrome mobile, but I can even layer a grain field and scanlines over it and use a webGL distortion effect while maintaining decent fps (trying to do a crt effect). That I can do that on my device blows me away. Except...I need to publish as an app, not a webpage.

    I guess I ought to just start a separate thread about this.

    Grrr... /rant off

  • Hadn't heard of this. Old school polys and pixels...love it! And that commercial...

  • A game set in an alternate universe where Microsoft controls the world, and the only OS available is...

    ...Windows Vista.

  • This is a strange one, because intuitively it seems like lerping by N*dt should work just fine...until you lay out the math. Definitely worth a blog post though, considering a lot of people have probably been using it wrong.

  • I don't see anything wrong with the event above; you have dt in the correct place.

    I've wondered before about what would happen with C2 games on a 120hz monitor. What do you mean the game is 'going bandanas'? Is it running too fast, too slow, dropping frames?

    My understanding is that it's problematic to 'sync' frames in browser engines when the monitors refresh rate differs from the refresh rate of the game. So, TLP is probably 'ticking' 120 times per second on the 120hz screen.

    It's possible that you have some logic that should be "*dt", but isn't, and you've never noticed before since C2 goes apesh!t under ~40fps anyway, especially when GPU limted.

    Unfortunately, we just don't have a good way of doing framerate-dependant or framerate-locked games in C2; to do so you have to eschew most of the built in behaviors entirely.

    For example: CC had a setting called 'Override Delta Time' which would slow down/speed up the game when running at less/more than the intended framerate.

    This is basically what you get in C2 if you do event based movement and don't use dt; the game speed is variable, but collisions will always happen the same given identical settings.

    However, none of that applies to the built in behaviors in C2, whereas in CC it did.

  • EDIT: It was called 'set half framerate mode'. Here we go: https://www.scirra.com/construct2/releases/r150

    Actually, at one point Ashley caved and added in a 30fps mode...which was promptly removed in the next beta, due to a host of unforeseen issues. Can't find it right now, but I think it was sometime in the middle of 2014. I've seen the code in the engine as of a few months ago, commented out. The function name escapes me.

    I think it could be enabled pretty easily, but who knows what issues it would cause.