signaljacker's Recent Forum Activity

  • Thanks dop2000 - so were you able to just automatically convert that are you saying? Did you need to modify anything to get it to work? I get this error every time. At any rate, I am grateful for the updated file you posted, thank you!

  • Hi all, I am looking at an old example of lightning done by brunopalermo from this thread I think it's a cool example and am interested in playing around with the effect. You can download an example of the file here. As it was made a while ago though it uses the old depreciated function plugin. I've tried to convert it using "replace with built in function" but it throws an error:

    the types for parameter(s) 0, 1, 4 could not be determined (deduced types any, any number, number any)

    I'm just trying to understand this, and see if there is a way to convert it to the new functions.

    Is it throwing this error because it can't determine if some of the function parameters are strings or numbers and it doesn't like this? From what I can tell they all appear to be numbers.

    I notice if I remove the 2 function calls in the else statement it will then convert o the new function, but of course the effect then no longer works - and I'm afraid I don't understand enough of it to know how to fix.

    Thanks for any insights!

  • Thank you, showing the collision polygons was a good suggestion. It showed me that it wasn't actually a collision happening. Turns out it was a function being called that I had set up for a screenshake, linked to another object that was offscreen and when the player passed a certain threshold it was triggering, now I have fixed that up and it is working as expected. Thanks again!

  • I've got a weird issue - I've checked all my layers and there is nothing there, yet when my character walks across the screen at a certain point the screen shakes as if there is hidden object somewhere causing a collision/trigger. I need to find out what this is and it's driving me nuts. I can't see anything like this in the debug mode. I have a lot of layers and objects so it could be anything. I was wondering if there was a way to see a log of all collisions somewhere?

  • Thank you, that is a good suggestion.

  • Thanks Ashley, I'm testing on an M4 Mac Mini (base model), I seem to be able to find precious little info about the GPU other than it's got 10 cores. Unfortunately I can't redesign the viewport size to 1080p in this particular project, but that essentially answers my question.

    I'm pretty happy with the performance of the game upscaled to 1080p, but my fear is that anyone using a 4k monitor who wants to get a fullscreen experience (which is what the game would load as by default) is going to get a bad experience and it will reflect badly on the game. Perhaps though I should trust that with more widespread adoption of these monitors there will also be more powerful GPUs driving them. I just wondered how others were dealing with this - 4k gaming isn't important to me, and wasn't even on my radar but I guess I just got a shock when I saw how much of a hit the performance does take, and the average consumer is probably going to flip out that a little pixel art game can bring their fancy computer to it's knees.

    My target platform is PC but I bought a mac to play around with and figured why not release on that too.

  • I've got a 480x270 pixel art game that is using some shaders/effects applied to the layout (necessary for a distinct style that my game requires). I've been happily developing with 1080p desktops in mind, but recently bought a 4k monitor and was kind of horrified at how badly the game ran when scaling up using the "high" fullscreen quality. Now, that might come as no surprise, but as this size monitor is becoming more and more ubiquitous and in the interest of future proofing my game as best as possible I'd like to see what sort of solutions there might be.

    My settings are:

    480x270 viewport

    letterbox integer scale

    fullscreen quality: high

    sampling: nearest

    no pixel rounding

    Shaders/effects used (not all at once necessarily, but these can be switched on and off by the user)

    BetterCRT

    Diskblur

    RGBAChannelSeparation

    The game runs great on the low quality setting, but the issue is that the shaders and text then look terrible when stretched out over a high res screen.

    On high quality the shaders are the performance culprit as switching them off results in decent enough performance. We could just blame the shaders here, but I'm wondering if there's an intermediate solution that can balance quality and performance.

    I know it's kind of weird, but for this particular project I need the best of both worlds - both crisp, perfect pixel art, but also some high quality effects such as blurs, CRT etc

    Digging around the forums I came across this post, which seems to be discussing a similar sort of thing - but the file being discussed is no longer there - it does look like Ashley provided a solution at the end though, so that gives me some hope...

    What would be great would be to upscale the game from 480x270 to 1080p using the high quality, and then upscale that again to 2k 4k etc using the low quality (if that makes sense). Is there a way to do this?

    How are you guys that are publishing games to desktop commercially dealing with future proofing your games?

  • Thank you very much, I really appreciate the detailed breakdown of where this has gone wrong and how it can be done properly. Your solution is so elegant in comparison to what I was trying to do! Thanks so much for sharing your knowledge!

  • Hi all, this is driving me nuts so just wondering if I can get a second pair of eyes on it to tell me where I am going wrong!

    Here's a capx

    What I'm trying to do:

    When spacebar is pressed the emitter sprite generates a projectile.

    This projectile has 4 line of sight behaviours attached to it - I want each of these to pick a random point on the screen at specific intervals.

    When they intersect with a solid they generate a sprite at the intersection point. In addition to this, to represent each line of sight path, 20 dot sprites are generated and these should be spaced evenly between the projectile and the intersection point and continue to adjust position accordingly until a different intersection point is chosen.I'm trying to do this by lerping between the projectile position and the intersection point.

    To keep track of which dots are linked to which line of sight behaviour they are given a variable on creation which is set to 0, 1, 2 or 3 and are picked accordingly.

    The problem is - none of this is working!

    I'm not sure where I am going wrong - possibly the way I am using the viewport to pick positions? The way I am picking things? The way I am using Line of Sight?

    Any help or insights is greatly appreciated! :)

    Tagged:

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  • I agree, this is an absolute headache to do in Construct - and something that would be great if the engine did more of the heavy lifting with. It can be done with a combination of variables, local storage and key codes - setting it up is a total creativity killer. I've been learning a bit of Godot recently and I was flabbergasted at how easy it was to set up in comparison!

    Here's one example of how it can be done in C3 that I think helped me: https://www.youtube.com/watch?v=bkdOdAX2mrA

  • Great solution - thank you so much!

  • Hi, I'm trying to set up a system whereby the player can step on a pressure plate and it will open a corresponding door. There is something wrong with my logic, and it's probably something simple, but I can't seem to get it. Only the first trigger seems to work correctly.

    dropbox.com/scl/fi/evyy46ausnqsuwwx4oyf8/multiple-doors.c3p

    Thanks for any help! :)

    Tagged:

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signaljacker

Member since 10 Aug, 2011

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