TiAm's Recent Forum Activity

  • I'm sure I'm being a total dunce here, but I can't figure out how to call up the internal android keyboard and fetch input from it. I assumed the keyboard object would do this, but it says specifically that it won't.

    Help?

  • For any serious projects, I stick to the stable versions. However, I keep a separate install of the latest beta version too, in case I want to try out a new feature or open a newer capx file.

    C2 is pretty much portable, though you wouldn't know it from the installer...you have to be careful when installing beta's or you'll uninstall/overwrite your stable version.

  • TiAm

    Try this:

    http://tinyurl.com/neye756

    tap to paste the canvas.

    Does it flip?

    No, it seems to be working correctly in all versions of chrome (stable and canary), and also in Opera. FF/IE don't work, but FF was inconsistant before, and IE never worked.

    Canary was updated to v42, but I'm still seeing the backwards image when I preview from my own project using the Paster plugin, as well as from your example capx. Your newest example on dropbox seems to work fine, though.

    I tried to export my project as an HTML5 page to see if that made any difference; it seems to give the same result as preview in all browsers. I PM'd you a link to this export in case you would be interested in testing w/ Canary on your system.

  • Update:

    Tried an XDK export with v7 stable, and the paste from canvas effect seems to work aces.

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  • R0J0hound

    I'm getting generally inconsistent results, but it seems like the newest update is actually worse in preview: on android I'm now getting the upside-down/mirrored effect I was seeing on Canary/FF. On desktop, I don't see any difference.

    I reverted back to the previous version of paster and the android preview seems fine again. I tried updating/reverting the plugin a few times: once it seemed to be working correctly, a couple times nothing was pasted at all, and most of the time I got the backwards paste.

    Going to try an XDK export and see where that goes.

    > Somebody

    > This may be useful for you for saving part of the window at any size image you want.

    >

    Wow! This is simply beastly - I suspect it also enables a feature I was kinda going to mention as a slim possibility - supersampling (in a way) - i.e. punching a higher res image into a lover res canvas and thus improving the quality of the result.

    Speaking of which - can I set the resolution to beyond object size? Would the pasted objects then be, for example, pasted at a higher res. And can I change the res and thus downsize that image before saving?

    Wow, I hadn't thought of that...supersampling would be awesome for more powerful PC's, and this would be an easy way of doing it.

    I've noticed before that you can force downsampling in chrome by zooming out; if high-dpi and high quality scaling are enabled, chrome will render to a higher rez, then downsample in the window. It really smooths out some of the hard edges induced by some blend effects.

    Being able to do that in an actual game...seriously amazing.

  • Okay, this is just freaking odd.

    To sum up: I have a 3570k w/ HD4000 graphics. This is only happening in chrome canary and firefox. Here is the tally (triple checked this time):

    Android:

    The latest chrome, v39, works fine. Firefox doesn't capture anything, just gives me a blank paster object (big surprise).

    PC - Chrome:

    Chrome Stable v39 works fine. Unbeknownst to me, I was testing in Canary before (it comes up when I select chrome in C2).

    Canary v41 is doing the odd mirror and flip trick, plus I can see thru the paster object slightly, as if it had an opacity of ~96 or so.

    PC - Other:

    Firefox does the exact same thing canary does...sometimes. Other times, the paster object remains blank. Odd, considering Firefox is a separate code base.

    IE 11 doesn't do anything; the paster object remains blank.

    Node-Webkit 0.10.5 works fine as well. Not sure about the newer versions (though who would want to use them, anyway).

    See any of this on your end?

  • Wow, that was quick! Thanks, R0J0hound.

    It certainly is faster. I see no lag or dropped frames with this method, even on my underpowered android phone.

    There is one problem though: capturing the canvas gives me an image that is both mirrored and upside down. I'm seeing this on my desktop (all browsers) and on my mobile, both with my own project and your example (turn off the pixilize effect and you can see it). If I disable WebGL, the image pastes correctly.

    Hopefully this is a minor fix.

  • > Unfortunately, in many games, women and minorities are depicted in a stereotypical way, or, even worse, exist as mere visual skins, with little thought as to how such characters would really act.

    >

    >

    In contrast I do love the always super accurate way in which straight white men are depicted. It never fails!

    Touché.

    Or...maybe we do all have super-muscles and bazooka's?

  • Whatever the scenario calls for.

    As a creator, it's natural to build things that represent your own background and experience. But, it can be rewarding to venture outside of your comfort zone and try to put yourself in the shoes of someone different.

    Unfortunately, in many games, women and minorities are depicted in a stereotypical way, or, even worse, exist as mere visual skins, with little thought as to how such characters would really act.

    That being said, I think creators should be free to make whatever creative decision they want. As we've seen lately, some people disagree.

  • R0J0hound

    Is there any way to enable Paster to grab a canvas snapshot directly? I ask because the internal command (CanvasSnapshot) hangs the runtime for a handful of frames when capturing. CanvasSnapshot compresses the captured data to a png/jpeg, which then has to be decompressed to load it into a sprite. I imagine this is the bottleneck.

  • The USS StuffGen

    [attachment=0:30rx92qc][/attachment:30rx92qc]

    Looks good.

    Up next: StuffGen Picard.

  • Your art is unique, polished, and cohesive. I see shades of tron, pop art, geometry wars...but this is still off in an alternate universe I haven't quite seen.

    I'd say Klang is up there with penelope/airscape; I see this being featured on the Scirra frontpage.

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TiAm

Member since 24 Nov, 2011

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