Xionor's Forum Posts

  • eli0s

    I believe i have found the source of the problem.

    https://www.dropbox.com/s/vmlof90yrc5sk3b/AdjustHLS.png

    It looks like my Chrome 28 applies color based on Hue value. It makes the images Grayscale perhaps, and then applies color based on the Hue Rotation in Construct.

    That's becuase if I set the Hue of the Green sprite to 57 it also becomes Blue.

    If I give the red image also 57 Hue Rotation, it in turn become blue as well : )

  • This is what I get in Chrome 28.

    https://www.dropbox.com/s/vmlof90yrc5sk3b/AdjustHLS.png

  • Testing on a cheap work PC with an Intel HD integrated graphics.

    I opened the HTML link.

    In Firefox and Chrome I see the blue texture, with a single orange line in the middle.

  • The first step to getting any help is turning off your Caps Lock.

  • I use Chrome 28 and I get different hues from what you see in your chrome : )

    Also Node Webkit is basically Chromium, so they should reproduce the same results.

    It seems each browser handles it's WebGL differently. My only advice to you is that you adjust your HSL values depending on browser type/version. You can detect different version with the Browser object.

  • Do these sprites have the "Solid" behaviour?

    The manual says

    "Is by wall

    Test if a solid blocking horizontal movement is immediately to the object's left or right. Jump-thrus do not count as walls."

    As an alternative solution to that, you can give all the sprites the Jump-thru behavior.

  • You would have to look into the browser object

    The following expression could be used to identify browser version:

    Name

    Get the name the browser reports for itself. This may be inaccurate for backwards compatibility reasons, e.g. Google Chrome reports its name as Netscape.

    Product

    Get the product the browser reports for itself. This may be inaccurate for backwards compatibility reasons, e.g. Google Chrome reports its product as Gecko.

    UserAgent

    Return the full user agent string for the browser, e.g. Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/535.7 (KHTML, like Gecko) Chrome/16.0.912.63.

    As the manual implies, they can be inaccurate at times, but it's your only way.

  • Many full-time game companies are afraid to put Gamepad/Joystick controls because of how tricky/buggy it is.

    You shouldn't be aiming for gamepad/joystick support on multiple web browsers, especially not for what i imagine is a hobby project. It's pretty much mission impossible, and it will almost always bug for some people.

  • You're setting the animation to "Pulse" on like 12 objects at once, 60 times a second.

    That's probably why it's lagging.

    Try putting "Trigger only once" below the Condition.

  • I was mostly kidding, as pointless as it was.

  • Paradox

    Quoting myself

    "The problem is you can't directly put VarParallax in an expression about the Sprite that's on the layer, without first doing other checks.

    First you have to find which VarParallax the sprite's Layer is assigned to then use that hard-coded varaible in all operations further down the Sub-event chain. If you need to change to a diffferent layer's parallax a few Sub-events down you have to start all the way from the top again to select the proper layer.

    Also if you need to check the variables of MULTIPLE layer's parallaxes, then you're in for quite a few lines of Events and actions just to figure it out."

  • Well it's clearly Avast that's the problem :p

  • Jase00

    The problem is you can't directly put VarParallax in an expression about the Sprite that's on the layer, without first doing other checks.

    First you have to find which VarParallax the sprite's Layer is assigned to then use that hard-coded varaible in all operations further down the Sub-event chain. If you need to change to a diffferent layer's parallax a few Sub-events down you have to start all the way from the top again to select the proper layer.

    Also if you need to check the variables of MULTIPLE layer's parallaxes, then you're in for quite a few lines of Events and actions just to figure it out.

    Also in the event of 100 layers, not only does it take a while, it's also very difficult to manage.

  • Jase00

    If you need to dynamically refer to different instances in different families, with different IIDs on different layers and dynamically change the properties of other such, properties according to layer parallax, andreyin's method just doesn't cut it.

    One of the reasons being that you can't really connect that pre-set variable neither to the layer nor the objects in it as values.

    Example:

    Sprite.LayerNumber instantly gets you a layer number.

    Set Layer Parallax(Sprite2.LayerNumber) to Layer(Sprite1.LayerNumber).ParallaxX,    would instantly set the Parallax of one Sprite to that of another.

    With your method you first have to check which layer the first Sprite is on it is, and then match the layer number to the variable that contains the layer's parallax(more complicated than it sounds), then set Sprite2's Layer's parallax to that.

    If you do this all the time eventually you just lose track of the whole process.

    It just gets too complicated and gimmicky.

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  • andreyin That depends on what you're trying to do. For what I'm making I need to retrieve the Parallax value during the course of the game.

    Ashley

    layer.parallaxX

    layer.parallaxY

    Both are Layer Properties available to the SDK here but aren't implemented inside Construct 2 itself. Can these be implemented somewhere down the road?