work3's Forum Posts

  • Thankyou for your kind assistance!

  • Hello, I am trying to find a low res resolution that will fill the screen at 1080p and 720p in NW.JS

    I had my low resolution pixel art game running at a window size of 480x270 which looks fine and fills the screen at 1920x1080, with scaling set to letterboxed integer, but in 1280x720 it is surrounded by large black borders, which is confusing me as it is also 16:9. any other fullscreen scaling options either do nothing or make the pixels uneven.

    Are there any resolutions I can use, similar to the window size I am using where I can have full screen (or as close to), square, clean pixels at both 720p and 1080p?

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  • Thanks guys, and thanks as always to Bruno for the regular replies.

  • (Apologies, I posted this on the C3 board previously, wont do it again..)

    Hello, Hopefully someone will be willing to assist with my latest question.

    Is there any way to mask a sprite, so that its pixels are only visible when overlapping pixels of a particular layer?

    Thanks, as always..

  • Thankyou so much!

  • Hello, I am attempting to try and limit the rotation of a spawned bullet to 16 directions, which I believe is steps of 22.5 degrees, however I am not sure how to implement the correct "round" syntax and math for this..

    I have bullets spawning toward the player, so I assume I would implement the "rounding" (whatever the correct syntax is) after that action?

    Hope someone is willing to assist.

  • Tnanks for the response, Sadly that's not very viable for me as I want it to work on numerous sprite characters that have rather large amounts of animations, and some are going to be quite large...

    I shall attempt writing my own effect for it!

  • Hi all, hope someone will be kind enough to answer..

    I wanting to make some animating sprites a solid colour, say for example RGB 255,0,0 then fade that amount down via opacity / amount so the overlaid colour gradually dies away.

    Having gone through the effects, I can't seem to find anything like this..

    Example image is attached, hope someone can advise..

    fx.png

  • Thanks Bruno, as always!

  • Hello. Hopefully someone can assist with my query.

    I have some bullet objects flying about, and every tick they spawn a non moving "trail" sprite, which scales down, and fades down in opacity every tick. creating some nice "tails" on each bullet.

    However, I'm just fixing all my code to work with time delta, and I am unsure how to do spawning as well as scaling / opacity changes at the same rate using time delta.

    Thanks as always!

  • Problem Description

    Pixellate effect does not work correctly unless opacity is below 100. It also glitches over shader effects.

    (glitch effect can be removed by changing the following XML)

    <!-- Extend the bounding box for effect processing by a number of pixels to show the edges

    of effects which go beyond the object edges, e.g. blur and warp. -->

    <extend-box-horizontal>2</extend-box-horizontal>

    <extend-box-vertical>2</extend-box-vertical>

    Attach a Capx

    https://my.pcloud.com/publink/show?code ... rz95Ej3Ikk

    Description of Capx

    Left side shows pixellate effect at <100 opacity working correctly but glitching, right side shows 100 opacity not working correctly.

    Steps to Reproduce Bug

    • set opacity of object with pixellate effect applied to 100 and rotate it

    Observed Result

    mosaiced pixels just rotate as opposed to being pixellated, as opposed to what happens at opacity <100

    Expected Result

    effect shout be pixellated.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    Win 7

    Construct 2 Version ID

    rel. 245 64bit

  • OK, having been through the XML I have seemingly fixed the problem! - however I have no idea if my change to the XML file will cause any issues as I am NOT a programmer!

    In the pixellate XML file, changing the two zero values in the part shown below from 0 to 2, not only fixes the glitch effect but also fixes the incorrect mosaicing of the 100% opacity version too..

    <!-- Extend the bounding box for effect processing by a number of pixels to show the edges

    of effects which go beyond the object edges, e.g. blur and warp. -->

    <extend-box-horizontal>0</extend-box-horizontal>

    <extend-box-vertical>0</extend-box-vertical>

    Now as I said I am not a programmer, so I would really appreciate some advice wether I am doing something volatile or not with the code!! brunopalermo do you know who I can consult about this??

  • Yeah, I have been looking for another mosaic effect, but havent found one that does squares.. As the bug seems to be within the mosaic effect, I would rather find another..

    I wish I could program, as it seems the amount of code needed for the mosaic effect is really minimal..

  • Hi brunopalermo Thanks for your input as always.

    Yeah, I already know there is the most simple option of just not using one or the other, but the mosaic thing, at the <100 opacity option actually has a very unique feature, which is why I am dying to use it.

    My game is pretty effect heavy as I am going all out for visual impact, so I'm not gonna give up on the shader just yet as I have some pretty amazing effects relying on it..

    I added another question regarding the pixellate effects XML file, and wether there would be anything in the effect file to change this issue.. I wonder if it is the opacity that creates the glitch or the shader?

    Thing is, this mosaic effect set at <100 actually has some very useful applications for a pixel artist.

    Say for example you want smooth 1:1 square pixel zooming, so you use high quality scaling settings.

    When you rotate an object in C2 at high quality, the fake low resolution "pixels" get rotated, so you actually see diamond shaped pixels during the rotation, which kinda looks crappy and flash-gamey to me.. same would go for animations made in spriter I assume?

    However applying a "true" mosaic at the same pixel ratio as the pixel size removes this, and voila! instant authentic pixelated sega saturn / snes style rotation !

    example image

    https://imgur.com/2qNJcV7

    I know to some this may seem super picky, but I'm an old school pixel artist with lot of old console game credits and I can't help but want things 100% on point.. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Example CAPROJ example file

    https://my.pcloud.com/publink/show?code=XZqIwk7ZFT4PfJUDUUFEYhoV9trz95Ej3Ikk

    Hello, I wanted to used the pixellate effect, but I realised that it doesnt actually work like a true pixellate effect unless you change the opacity to less than 100.

    example image https://imgur.com/a/li7qv

    I found this by accident.

    When I say it doesn't work like a true pixellate effect, when an object rotates with a pixellate effect at opacity 100 it just rotates as normal and the pixellate effect does not mosaic the rotated angles.

    (You can see this more clearly if you set the right most sprites pixellate effect to something very low res like 32 in the project file)

    However, with the opacity <100 it gives the effect it should, whereby the rotation is mosaiced..

    Secondly, when this is placed over the pixel shader effect it has a crazy edge glitch which renders it unuseable.

    I have 3 questions regarding the mosaic effect.

    Question 1 : is this <100 opacity mosaic effect a feature or a bug?

    Question 2 are there any other mosaic effects out there that actually mosaic an image correctly, (as seen on the left side of my CAPROJ file and example image) that will work over the pixel shader effect??

    Question3 : as this effect is relatively simple, are there any XML settings within the effect file I could change to A: make the effect work like the example on the left at any opacity, including 100%, B : get it working correctly over the shader effect?

    Thanks.