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  • Very nice compilation of need-to-know stuff. Thanks!

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  • +1 to this - I hadn't really used the tilemap object up to now, but tried it for something and it was QUITE awkward. It could use some love to go beyond a check mark in a feature list.

  • Problem Description

    Upon startup C2 seems to forget what the tabs for the current theme should look like

    Attach a Capx

    Not necessary, but here's a moving image of it happening:

    [attachment=0:2wyzn7o0][/attachment:2wyzn7o0]

    Description of GIF

    Upon startup we get tabs that don't belong to this theme (or we get the correct ones and the wrong ones are set when reloading the theme), upon reloading the theme we get the correct tabs.

    Operating System and Service Pack

    W7 64bit SP1

    Construct 2 Version ID

    r195

  • I had played it when you just put it up here, not sure when the big red buttons for movement popped up, but these are much better.

    It's obviously a question of taste, but I feel as if something is missing - it's all quite slow and you seem to just move from level to level, etc. I wish there was some more interaction to it. Be it like a minigame (a slider for attacks that moves side-to-side that you need to tap for normal, bad or awesome attack) or, for example, quick taps to disarm traps, etc. Perhaps falling floors where the room starts to tremble and you need to back off quickly. That would help avoid a certain "tap tap tap tap tap yawn tap tap tap" style of gameplay that seems to be coming up (at least for the initial teen levels that I had tried).

  • Somebody

    Thanks a bunch!

    I had tried a few things like rocks instead of grass, but found that the whole thing looked very bland, having mostly brown colouring. Most of the grass is found under stalactites, which I tried to convince myself would have formed from water carrying minerals underground, and the seeds came off the feet of previous explorers.

    Maybe I'll have to brainstorm a few more ideas.

    I think you could have (upper) areas with vertical openings with shafts of light falling down through them and some water dripping down. That would explain the grass (since it needs light to grow) and also how there's some light in the caves. Besides looking cool, that is.

  • Ashley - Paster is at no fault here. Here's the requested bug report:

  • Problem Description

    Mip-Mapping seems to take effect way too early based only on the shortest side of a sprite when it would make more sense to use the longest side.

    Attach a Capx

    [attachment=0:djcl1l91][/attachment:djcl1l91]

    Description of Capx

    Run as is, observe terrible pixellation:

    Switch to Low downsampling and observe way better result (although not ideal):

    Steps to Reproduce Bug

    Use any Downsampling mode (Medium or High) that implements mip-mapping.

    Observed Result

    Mip-map appears to be picked poorly - based on the shortest edge of a sprite.

    Expected Result

    Mip-map should be picked based on the longest edge of a sprite.

    Affected Browsers

    • Chrome: (YES) Operating System and Service Pack Windows 7, 64bit Construct 2 Version ID r195
  • It's just SLOW - look at the time, it's usually about 2 hours off and the same user/thing that you saw previously.

  • Sounds to me like making it into a Humble Mobile Bundle would be a good way to go - your product needs to be of a certain level of quality, sure, but when you make it it's a some cash money and a very decent chunk of publicity.

    Although in general when you are at a certain level of quality it probably matters a little less - then your game is good to go on multiple platforms, etc. If you just make a "tappy turd" and expect the money to come knocking then failure is predetermined in there somewhere.

    Android's problem is, probably, the huge amount of junk hardware that's distributed among those unable (kids) and/or unwilling (those with the super-budget devices) to ever pay for anything. Apple, with their goofy pricing has already established itself as the product for a slightly different range of customer thus, obviously, purchases are more likely.

    Still, among the billion Android devices there have to be some users willing to use/buy your product... if it's good enough.

  • I would recommend coming up with a function that does the whole thing, based on certain settings, like position, platform type, coin amount (or pattern), etc.

    That way your content creation is separate from the gameplay bits and way easier to manage.

    Then in the function, depending on parameters you can, for example, have sub-events that do certain things: First one makes the platform itself, second one places spikes in different patterns, third one places coins in different patterns.

    Then you just use whatever game logic to call the function and make your stuff.

  • looks like it's just the downscaling that affects this, if set to low it's ok, medium or high causes this bug.

    Good thing you found the offending setting. Now I found thid this on r169 Changelog:

    [quote:2r7bvujw]Downscaling quality

    There's also a new project property to control the rendering quality when downscaling (drawing sprites when they are resized smaller than their original image). This is important because the tradeoff is between quality and memory use, and in rare circumstances can also affect whether display glitches can occur due to spritesheeting. You may wish to read about how mipmaps work, since they are used to improve downscaling quality; also note we can only control mipmaps ourselves in WebGL mode - in canvas2d it's up to the browser. The three modes are:

    Low quality: mipmaps are disabled (reducing memory use), but downscaling sprites can look blocky or pixellated even with linear sampling. Use this to save memory if you don't care about downscaling quality.

    Medium quality: mipmaps are enabled, which adds about 1/3rd extra to the memory use, but downscaling sprites looks much better. Since the spritesheet after export is closely packed with images, in some circumstances unrelated images "bleed" together at low mipmap levels, causing display artefacts in downscaled sprites post-export.

    High quality: mipmaps are enabled, but the spritesheet after export spaces and aligns images to power-of-two positions. This negates the memory saving of using a spritesheet, but guarantees that low mipmap levels never bleed separate images in to each other, ensuring glitches never appear. However there is a high cost in extra memory usage.

    So I guess my question is - what triggers mipmaps? Is it C2 that does this? And if yes, then why does it trigger mipmaps when only one side is smaller than a threshold (causing terrible artifacts). I had submitted a report on this previously, but wasn't aware of which setting was responsible. Perhaps it needs some fixing so we can have best of both worlds (mip mapped when it makes sense and proper high res when it doesn't).

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Somebody

Member since 12 Feb, 2010

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