Somebody's Recent Forum Activity

  • Could you share the capx of how it works on your end for now?

  • Problem Description

    Save a state with objects with additive blending, load it, no additive blending is present.

    Attach a Capx

    I' d prefer not to publicly share the capx, but here's a video of it happening:

    https://Somebody.tinytake.com/sf/MzAyNjhfMjYyMTEx

    I made a quick simple test capx and it didn't happen there, but my "real" capx has six layers, extra objects, etc.

    Guess I can send Ashley the capx via pm if that's needed.

    Description of Capx

    ____ Concise description of what this CapX does ____

    Steps to Reproduce Bug

    • Add additive objects to layout at runtime.
    • Save layout.
    • Load layout.

    Observed Result

    Additive objects load with regular blending.

    Expected Result

    Would like to preserve additive blending.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    [r192]

  • I was also looking into this, but ended up using variables to store the settings.

  • Dropbox with it's public folder is rather great for this.

  • No rest for Kyatric, even on New Year. Thanks for the roundup!

  • Well, it arrived here a while ago as well. HNY, all, and lots of great constructions!

  • I recently had the same question, the answer here is the Pin behaviour - you pin the parts to a main part and then they can move and roatate together and you can do what you like with separate parts.

  • - your sprite looks a lot more pixellated, though - is it highly decreased in size?

    Btw, your game looks quite ambitious and impressive, how's C2 treating you for a project of such scale?

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  • Refeuh - I'm well aware of possible degradation as we resize diagonals and such, but in this case it is clearly the whole texture being brutally downgraded.

    As for the rest - as was mentioned the project is basically an editor - performance is a very secondary concern - output quality is primary. If I'm unsure of the results on different browsers/devices it's a problem. Suppose I could prepare smaller textures and load them per object size, but that would make adding new textures a pain.

    Made a quick demo so you can see a typical usage scenario:

    Preview edit: Looks like imgur corrupted the gif, but that's actually better - you can see the pixellated edges on resize quite well.

    Real edit: Added a more visible version: https://somebody.tinytake.com/sf/MzAwMTFfMjYwMzkw

  • Thanks for your input,

    I have noticed that it happens when one side becomes smaller than a certain amount - then, sort of like mip mapping in 3D graphics, the whole texture gets a lower res version. So, if height goes down to 16 and it switches to a 16px version then so does width (even if it's big, say 256px).

    I was just wondering if there is some option to force better processing - but suppose it's up to the browser.

    Which is a shame, since I'm trying to make an object editor and sudden loss of quality is a real problem. You can see it on the "turrets" here, for example:

  • Every tick set Sprite.width to Sprite.width + dt*64 <== Pixels per second to grow. Same for Height.

    Or, if it gets destroyed at some point you can simply use the sine behaviour, set it to size, and set the time to 2x longer than the life of the object.

  • Use the sine behaviour, set it to angle and adjust the timing and angle range as needed.

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Somebody

Member since 12 Feb, 2010

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