andreyin's Recent Forum Activity

  • Is there a way to check the angle of a tile at said position, or if it's flipped horizontally/vertically?

    I have a 32x32 square that's made from 4 16x16 tiles, and they're the same tile but rotated:

    I'm checking at the beggining of the game for these tiles so I can change them for sprites (so I can destroy them when a bullet collides or something), but I wanted to mirror/flip them so it stays the same as the tile.

  • Hey Ashley, any news on this?

  • I think so.. it's too bad. Maybe they're still using old drivers for Intel HD 3000? I hope it gets fixed by 10.10...

  • andreyin - does Chrome on the same Mac show the same issue? What does it say if you visit chrome://gpu?

    Ashley It does show. This is what it says on my chrome://gpu page:

    Graphics Feature Status
    Canvas: Hardware accelerated
    3D CSS: Hardware accelerated
    Compositing: Hardware accelerated on all pages and threaded
    CSS Animation: Accelerated and threaded
    Flash 3D: Hardware accelerated
    Flash Stage3D: Hardware accelerated
    Flash Stage3D Baseline profile: Hardware accelerated
    Video: Hardware accelerated
    Video Decode: Software only, hardware acceleration unavailable
    Video Encode: Hardware accelerated
    WebGL: Hardware accelerated
    Driver Bug Workarounds
    disable_multimonitor_multisampling
    force_gl_finish_after_compositing
    init_varyings_without_static_use
    max_cube_map_texture_size_limit_1024
    max_texture_size_limit_4096
    unfold_short_circuit_as_ternary_operation
    validate_multisample_buffer_allocation
    Problems Detected
    Accelerated video decode is unavailable on Mac and Linux: 137247, 133828
    Disabled Features: accelerated_video_decode
    Limit max texure size to 4096 on Macs with Intel GPUs
    Applied Workarounds: max_texture_size_limit_4096
    Limit max cube map texure size to 1024 on Macs with Intel GPUs
    Applied Workarounds: max_cube_map_texture_size_limit_1024
    Multisampling is buggy on OSX when multiple monitors are connected: 237931
    Applied Workarounds: disable_multimonitor_multisampling
    Multisampled renderbuffer allocation must be validated on some Macs: 290391
    Applied Workarounds: validate_multisample_buffer_allocation
    Unfold short circuit on Mac OS X: 307751
    Applied Workarounds: unfold_short_circuit_as_ternary_operation
    Mac drivers handle varyings without static use incorrectly: 322760
    Applied Workarounds: init_varyings_without_static_use
    Force glFinish() after compositing on Mavericks on Intel GPU: 318877
    Applied Workarounds: force_gl_finish_after_compositing
    Version Information
    Data exported	6/25/2014 1:27:32 AM
    Chrome version	Chrome/35.0.1916.153
    Operating system	Mac OS X 10.9.0
    Software rendering list version	7.6
    Driver bug list version	4.9
    ANGLE commit id	4b65c53df548
    2D graphics backend	Skia
    Command Line Args	Chrome.app/Contents/MacOS/Google Chrome -psn_0_24582 --flag-switches-begin --flag-switches-end
    Driver Information
    Initialization time	9
    Sandboxed	false
    GPU0	VENDOR = 0x8086, DEVICE= 0x0126 *ACTIVE*
    Optimus	false
    AMD switchable	false
    Driver vendor	
    Driver version	8.18.27
    Driver date	
    Pixel shader version	1.20
    Vertex shader version	1.20
    Machine model	MacPro 3.1
    GL version	2.1
    GL_VENDOR	Intel Inc.
    GL_RENDERER	Intel HD Graphics 3000 OpenGL Engine
    GL_VERSION	2.1 INTEL-8.18.27
    GL_EXTENSIONS	GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
    Window system binding vendor	
    Window system binding version	
    Window system binding extensions	
    Direct rendering	Yes
    Reset notification strategy	0x0000[/code:3qidnv84]
  • Sorry to bump this, but I have a question.

    I'm having trouble with specific Macs... If their videocard is the Intel HD 3000, I get some weird artifacts in my game when using Node-Webkit. I do not get the same artifacts if it's the same videocard running on Windows.

    This only happens with some webgl effects. In this case my character has a ReplaceColor effect, so this black square appears around her... It also happens with the outline effect but that's a 3rd party plugin.

    However, it doesn't happen with some effects like the greyscale effect.

    It really looks like it would be problem that could easily be fixed by updating the videocard, but I'm new to OS X and apparently this isn't a possibility. I'm running OS X 10.9...

    Anyone experienced anything like that? Right now this is the only thing avoiding me from releasing my game on OS X.

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  • zendorf yes, as OddConfection said I had to greenlit it first.

    jobel I cant say much about the process of getting the game onto steam because of contractual reasons, but its not a hard process. Theres a dev steam group and step-by-step tutorials that show up when youre greenlit.

    I released my game as an early access title because I already had been seeling it as an alpha to make some money to keep working on it, so the earlier the buyers got their Steam keys, the better. Also this way I can study about how Steam works while I still work on the game, instead of having it finished then spending a good month learning about the whole process.

    In any case, Im a single person working on this game. Im trying to get any money I can from it so I can keep working on it. I think that most other early access devs feel the same way. IMO its a lot better releasing something in alpha and getting money to keep working on it than cutting everything or making it episodic.

    OddConfection Thanks! And thanks for the list!

  • Mine was just released as an early access title there:

    http://store.steampowered.com/app/296870

    I used node-webkit to export it, but so far there's no easy way of integrating the steam api on it, and the steam overlay won't work. Apart from that, everything works just fine.

    I know that there are others though, IIRC there was a collection of Construct games there.

  • Sorry to bump but I'd like to share too.

    I also never got the Node Webkit export to work on Ubuntu13, haven't tried any other distros though.

    I did get it to work on OSX but I remember having to use a command on the .app file before running it. I can't remember what it was and I've been searching around for it to no avail. Does it just work out of the box now?

  • Thanks, it's really weird. I'm making some tests right now to check if I did something wrong, but the problem might be that the first layout of the game is a windowed launcher, then the game goes to fullscreen when you begin it.

  • Sorry to bump this, I thought it would be better to keep all Steam-related questions to one thread.

    Has anyone been having trouble with the Steam overlay? I can't get it to work in my game and I'm not sure why. When I open it on Steam, it shows the notification saying it's ready to be used but it doesn't appear when I press shift + tab like in other games.

  • Knifegrinder Thanks a bunch! My device is also a Lumia 520, I tested a few prototypes and you're right.. somehow Canvas2D mode seemed faster. I tested a physics game and it run really laggy then crashed, but it did look a lot better than with Canvas2D (no artifacts borders around each block in the tilemap).

    Wonder how better would it run in top devices.

  • Hey everyone,

    I installed VS2013 for Windows and got the project open, but when I try to debug it on my phone I get an error saying that "The required attribute 'Publisher' is missing."... not sure how to add it to the .xml file.

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andreyin

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