Tokinsom's Forum Posts

  • jbconstruct82 I made some updates to the store page which broke the original post here. Doesn't look like I can modify it - clicking edit just shows a block of text with no bbcode or anything...oy. Tom is there any way to, like, 'refresh' this auto-generated thread to reflect the latest updates on the store page?

  • Ashley

    I use NWjs.WindowWidth - WindowWidth to calculate the width of the window border so I can properly resize a window. Same for height. This has worked fine for all of my projects. However, my latest project that starts with a window size of 1920x1080 is giving me the wrong numbers; usually I get 16x39 but now I'm getting 123x39. It looks like the window is automatically resized if the game is launched at a resolution that matches or exceeds the screen's resolution, thus screwing up the borders somehow.

    I'm not sure if this is a problem with C2, NWjs, or Windows...so I figured I'd post here before submitting a bug report. Thoughts?

    You can see for yourself by using the .capx in this forum thread. Just run it and see what the border size text says. Then set the window size in the project properties to 1920x1080 (or your screen's resolution if it's larger) and run the layout again.

  • DurandalCorp I thought about including a video but didn't know if it was really necessary with such heavy commenting already. I even included references to where some functions are called and executed. If there is no reference then I deemed it easy enough to figure out i.e. "Menu_Select" is obviously called from eMenus, "Room_Load" is obviously from eRoomSystem, all dictionary keys can be found in eSaveData, and so on. It's all organized that way. If you have any specific questions I'll be happy to answer them via the support email or private message.

    jojoe The first 2 Metroids and a lot of other metroidvanias only have 4 directional aiming. Seemed more suitable for this kit. Anyway, I'll consider including 8 directional aiming but the code is nearly identical already...you just need to replace "Up, Down" etc. at the end of the animations with numbers (0,1,2,3,4), change the aim variable from a string to an int, and add the additional inputs.

  • Well the idea is to export the game via NW.js or whatever and post the .exe...not the .capx.

  • Updated to r2. Fixes a bug where the player engine group is not deactivated when opening the subscreen (small oversight when refactoring), removes left-over door triggers, and fixes up some door trigger placements. Also includes a readme with default controls and extra details.

  • Yeah it's best to have a good machine for developing and a crappy laptop or something for testing. I am currently developing on an HP Omen laptop (got it for 30% off...retailmenot.com is awesome.)

    If you want a desktop you should build your own. It's not as complicated as it seems and will save you a lot of money. I usually get my parts from Newegg and Amazon.

    If you insist on buying pre-built, I've heard to avoid those cheapo "gaming" brands like ibuypower and cyberpower or whatever. Check out Digital Storm or Origin.

  • Hmm...alright I think I'm getting the idea now. Most of the confusion came from the art that I was given. It's about 4x the size it needs to be even for a 1080p game, and not all of it was drawn "to-scale". For example, the source image for the player is almost 1/4th the size of an entire level image. He'll need to be scaled down roughly 70% just to fit! Looks like we need to spend some time scaling all the source images so they are closer to the final product, and minimize in-editor scaling so we can still use object types that don't allow it like tiled backgrounds and 9-patches. Hoorah for batch processing.

    Thanks for all the input everyone!

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  • Just trying to figure out the best way to use HD art in C2, man... That is, retaining image quality, scaling well with camera zooming & multiple resolutions, not wasting memory / bloating project / losing performance, and unison between object types such as sprites, tiled BGs, 9-patches, tilemaps, and 3rd party image plugins.

    Everyone says something different or contradicts themselves. Now there's talk of mipmapping power of two textures on export? So there will be discrepancies between preview and final build image quality? Oy...

  • Tiled backgrounds doesn't allow scaling it's graphics, so if you downscale everything else the tiled backgrounds will still remain low resolution.

    Yeah neither do 9-patches and various 3rd party plugins that use images now that you mention it...

    Ok this is starting to get annoying. C2 appears to be far less HD-friendly than I thought it was, and few people seem totally confident in their methods.

    Ashley Is there even a "proper" way to use HD art in C2 or is everyone just supposed to hack it depending on their project's needs? I mean really...

  • I'm about to begin my first project using HD graphics. There are a few things I'm a little confused about. I would appreciate some input by someone who's worked with HD graphics in C2 before.

    1)Do you import your images at full size and downscale them in the layout editor? I noticed this makes sprites look better when zooming in the camera, but they look bad at the normal zoom level. They don't look as good as the source image at any zoom level though...

    On the flip side, scaling down the source images makes sprites look bad when zoomed in, but better at a normal zoom level. I'll also save a lot of memory that way.

    2)If so, do you draw everything "to-scale" and then downscale it by, say, 50% in the editor? Or is each asset individually scaled to your liking?

    3)Linear or point sampling? With pixel art this makes a huge difference. In my tests with HD art it was exactly the same...

    4)Does source image size affect performance at all? Or is it just the size of the object?

    Any other tips or tricks? Hell even a basic rundown of working with HD graphics would be nice. There seems to be a number of options here and I'm just not sure what's best. I've only used pixel art for 8 years!

  • Is the endless cry for native exporters even because of performance? I thought the issue was 3rd party reliance and the inability to export to consoles and such. Even exporting to Mac and Linux via NW.js seems to be pretty troublesome.

    I have had no problems with desktop performance for retro and HD games alike. I've seem some horribly optimized HD games that still ran very well. There's the v-sync issue of course, but that's not a C2 or HTML5 problem to my knowledge.

    Mobile performance was terrible last I checked, but that was like 3 years ago using CocoonJS or whatever. I'm with Lennaert on this one. Someone just needs to make a good mobile game example.

  • Hm. I'm getting consistent jank from your camera pan test and that vsync test website in Chrome. Significantly worse in Edge.

    I've heard a lot of people say the vsync/jank issue has been fixed but..er...it hasn't? It's gotten a little better but it's still very noticeable.

  • Awesome we appreciate it

  • NaSTy Thanks!

    1. It is designed as a desktop game. There are few input events, and what is there is bundled together, so you can probably add touch controls in like half an hour. Also, it can be tricky to bring this to mobile devices considering the fixed-size rooms and map tiles. Honestly I have never seen a metroidvania like this on mobiles.

    2. Since this gamekit is modeled after Metroid, there are only ranged attacks. I am open to adding new things if there is enough demand for them though.

  • Yeah it does this with a number of currencies. Would be nice to have a tag for all currencies in addition to the symbol.