Tokinsom's Forum Posts

  • Ok so we all know you can set objects' timescales independently from the game's timescale.

    So, in theory, you could pause the entire game (set timescale to 0) yet have certain objects remain active (set their timescales to 1) right? Wrong :<

    After tinkering around for a bit I got this to work by moving an object using n*self.dt instead of n*dt, then setting the timescale to 0 and the object's timescale to 1.

    Works great.

    But..

    Is that the right way to do this?

    If that's the case, then every object you want to remain active when the game's timescale is 0 would have to be programmed using self.dt instead of just dt, which in a sense makes just dt obsolete, which makes me feel like I'm not doing this right.

  • Using a different layout for each room is the last thing you want to do here o.o;

    Someone posted a zelda room + room transition example here a while back, but they didn't use delta time. Might try searching for it.

  • Sounds tacky.

  • I dont see why not. Cavestory isnt that big. Only thing id be concerned about is the loading time.

  • construct.net/en

    I feel your pain lol. Apparently it's something I did, but I don't believe it :\</p>

  • Add Online Multiplayer features now and you'll get 100 canceled MMOs. XD In my opinion the editor itself, event sheets features, a debugger, effects, and image editor tools are of higher priority. Oh, and of course better tilemap support :)

  • :

    Well if I edit the backgrounds to a ^2 size, quadruple the window size & layout scale, make my own parallaxing backgrounds, and position the HUD manually, I guess it'll be okay. The game will be stuck in 4x resolution however, since you can't change the window size during runtime.

    Would you suggest I do that or wait it out and hope for a later solution? The slightly blurry graphics are somewhat tolerable..

    edit: lmao even that's blurry. It's not as noticeable though. Probably not worth the trouble..

  • Ok, turns out the graphics are only blurry when zooming in via the browser (Above screen shots were taken at 300% zoom) However, GPU Accelerated Canvas 2D FIXED that (See first screenshot) so I'm still kind of confused..If it's truly enabled by default now, then why would the graphics blur when zooming in?

    Anyway, at 100% zoom the only thing that's blurry is tiled background objects, which is kind of odd. Any idea what that's about?

    Ultimately I might just have to quadruple the window size and layout scale, but that would of course break parallaxing layers..and still wouldn't fix the blurry tiled background objects :<

    edit: And when running the game on my tablet via LAN (Fullscreen scale mode) it's the exact opposite; Tiled background objects are perfectly sharp whereas everything else is blurry.

    Headache commencing.

  • I sure hope it's just a bug ^^; All layers have 100% opacity except the water layer (50%) and none of them use 'Force Own Texture'.

  • We really need a tutorial on animations lol. Accidentally playing two or more animations at the same time will cause this "flicker". One animation tries to play but another one interrupts it. It has nothing to do with the speed.

    You could try giving the monkey a variable called "Attacking" or something, then do something like this..

    +Monkey.attacking = 0

    -Do normal monkey stuff

    +Every few seconds

    -Set Monkey.attacking to 1

    -Set Monkey animation to "Throw"

    +Monkey animation "Throw" has finished

    -Set Monkey.attacking to 0

    -Resume normal monkey stuff

    This way the monkey's normal routine is ignored while attacking, and nothing gets interrupted.

  • Chrome 18 was recently released and would have silently updated, and it enables GPU Accelerated Canvas 2D by default. It's no longer an experiment, it's a feature now!

    WebGL mode shouldn't appear blurry - it's actually the only mode you can control the sampling in (point vs. linear), you can't control that in Canvas 2D mode.

    That crossed my mind but the graphics are still blurry so I figured it wasn't just turned into a feature. Choosing point sampling didn't work with WebGL enabled back then and it doesn't work now, in any browser. The graphics may be slightly less blurry, but blurry nonetheless D:

    Here's a comparison with an old screenshot I had lying around..

    -Before Chrome 18 with GPU Accelerated Canvas 2D enabled and WebGL disabled

    -Chrome 18 w/ WebGL enabled and point sampling (same with WebGL disabled)

    -Chrome 18 w/ WebGL enabled and linear sampling (same with WebGL disabled)

    <img src="http://dl.dropbox.com/u/17634050/BQ_Comparisons.png" border="0" />

  • If you've used Chrome and have gone to Chrome://flags you would've found "GPU Accelerated Canvas 2D" Which allowed C2 games to run as smoothly as possible and use the browser's zoom without blurring the graphics. Today, it was removed! Why would they remove that?!

    Enabling WebGL gives the same performance boost this used to (maybe a bit better) but the graphics are still blurry since browser's can't control the sampling..or something..I forgot why :< On that topic, will this ever be resolved?

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  • lmao. Interesting.

  • It's easy to just add more and more to your game but it isn't nearly as rewarding or challenging as fully exploring basic mechanics & ideas and setting limitations for yourself. On the flip side, if your game is too simple and basic then people might find it boring and/or lacking. You will, atleast; you play-test it hundreds if not thousands of times.

    As far as planning, I usually start exclusively with gameplay and build everything else around it, but it's hard to work on a game when there is little story and no attachment to the characters. Lately I've started with characters and story first, then moved on to gameplay and such. There is far more planning involved that way, so you won't get instant results, but I've found it to work well in the end.

    What inspires me? Hm..seeing other games and wanting to do better! And music. My games' music is often the first thing I physically work on; it helps me envision what the rest of the game will look and feel like.

  • MagiCam comes with numerous examples, surely you'll find what you need in one of them.