work3's Recent Forum Activity

  • 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..

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  • 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.

  • Thanks for the advice - highly appreciated.

  • Thanks for the advice, that's pretty much what I was asking about, however, if I have a layout for all the assets, for all levels, that contains a lot of stuff I won't use per stage - for example if I only use 2 enemies in a level from an "assets" event sheet that contains say another 20 enemy animations etc that aren't used, is that inefficient?

    Or is using a seperate event sheet containing one enemy each and including only the event sheets I need more efficient?

  • Hello, this isn't so much a "how do I" but more a request for the most professional method.

    If I have a common object, say a treasure chest that appears in multiple levels, should I insert this into an existing player layout, so I can INCLUDE it, or should I create a new layout for each seperate item/enemy etc. and include it seperately, then trigger the creation of the object via "trigger tiles" that I can place around the map?

    Is this method also viable for enemies etc, if not, what would the best and most organized method be?

    Thanks.

  • Hello. Hope someone will be kind enough to offer some advice.

    On my low res game I am using the shader editor for some cool effects.

    To keep the effects at the same resolution as the rest of the game, I have full screen scaling set to LOW QUALITY.

    However, if I want to use the CRT effect plugin I have to have full screen scaling set to HIGH QUALITY, otherwise the shader displays at the actual screen resolution as opposed to the game resolution.

    Is there any way I can get the shader working at low resolution without adding a mosaic to downgrade it? I worry adding more effects may effect performance, and having the full screen scaling set to HIGH may effect more effects as I add them later..

    Thanks..

  • Thanks - the letterbox integer scale fixes it - but places the play area within a black frame, ideally I woud - the window size I need is around 240 pixels vertically, 16:19 ratio - I guess I need to look into rethinking the window size.. I would assume my only closest option is 480x270?

    Thanks guys..

  • Hi all hope someone will be kind enough to answer my question - I just noticed my full screen, low resolution pixel art game I am playing with does not have constantly square pixels, currently, it alternates every other pixel 5,4,5,4 in height and width when measured in the screens true resolution. (1920x1080)

    It seems to be OK in 720p (1280x720), which is weird..

    screenshot segment

    https://imgur.com/a/6tWCA

    Am I doing something wrong? it's most noticable when you do a stepped diagonal line (as seen on the hexagons).

    All art is drawn 1:1 pixel art, there is nothing mis-sized in my assets.

    Thanks, as always.

  • Thankyou!

  • I know this is probably not possible, but is there any way for the lens effect to only affect the contents of one layer?

    thanks in advance as always!

  • Hello helpful people of the forum!

    Is there any way to activate a jump while not standing on a solid using the platform engine?

    I don't mean a double jump.

    I have a character hanging under a platform but would like the character to be able to jump out of this state.

    Thanks in advance as always for anyone willing to offer suggestions.

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work3

Member since 20 Dec, 2007

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