KaMiZoTo's Recent Forum Activity

  • R0J0hound Damn. That's probably that yes. I have fullscreen effects on a layer.

    I will add a ' WebGL warning' message on the description.

  • Fireche I don't know why it doesn't work on your computer. (maybe a driver issue or something... :/ )

    Perhaps try to refresh the page (F5).

    I've just added a Desktop link so people with problems can download the game and test it the 'old way'.

  • Medusa is a one player arcade platformer created for the Construct2 Jam. (Theme : 'Coin-Op' )

    LINK TO THE GAME ON GAMEJOLT

    It' a tribute to the old arcade games like Bubble Bobble, Snow Bros, Parasol Star, Rodland...etc.

    You control Medusa, trying to defend her lair, invaded by soldiers.

    Your weapon is your eyes! On each level, you have to change all the enemies into stone, then break them on a wall (or on another statue).

    But BE CAREFUL! If the time runs out, Perseus enters the place and you better avoid him if you want to keep your head!

    Keyboard controls :

    Arrow keys : MOVE / JUMP

    Space bar : CHARM / TAKE / THROW

    Joypad controls :

    Analog Stick or Digital pad : MOVE

    A button : JUMP

    X button : CHARM / TAKE / THROW

    *There's probably a few bugs. Sorry for the inconvenience.

  • CoinOp Story : Arcandis Ruins first visual.

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  • Nice start.

    I've just noticed something :

    It seems your character moves are framerate dependant. My chrome regulary drops from 60 to 35 fps (because I play on a second monitor and chrome hates that). And when I'm at 35fps, the character slightly changes direction instead of going straight forward.

    Other than that, the keyboard controls don't bother me.

  • Thanx for the info! Very useful.

  • A0Nasser Ha yes. There's an offset on the creation of the bonus, upon the head of the hero.

    So if you're close to a roof, they pop into the wall. :/

    I will have to find a way to fix this.

    Thanx for the bug report.

    (already lvl3 you farmer!)

    EDIT: Fixed >:)

  • ErekT Ho right. Never used that. Thanx.

    I will play with it to see what I can do.

  • Thank you ErekT for the graphical explanation.

    Letterbox integer scale is not a option. The black scare is huge and, IMO, unacceptable for a Pc game. I would prefer to remove the scanlines if I have to.

    I'm wondering if there can be a trick like checking the resolution of the screen (not sure we can) and applying a subtle scale to the scanlines image to compensate the differences. ^^

    Maybe it's stupid.

  • I don't really understant mathematically but I trust you.

    So I don't know how to do clean scanlines that can be the same whatever the resolution is, in low quality fullscreen.

    (The scanline shader has the same issue)

  • Eisenhans Thank you for your explanation.

    Do you know why it is working in 1680x1050 in linear sampling? Just to feed my knowledge.

  • Hello,

    I'm trying to understand why I have different visual results depending on the screen resolution.

    Here is my problem :

    My game is 640x360, low quality, Point sampling, fullscreen stretch(letterbox scale).

    I have a tiledbackground (but it could be a fullscreen sprite) with lines.

    A little capx example for testing : https://dl.dropboxusercontent.com/u/13847313/Scirra/Upscale_PointSampling.capx

    With my first monitor, in 1920x1200, the lines are perfect.

    With my other monitor, in 1680x1050, the lines are ugly.

    If I change the sampling from Point to Linear, it works fine (but my game NEEDS to be in Point sampling.)

    So my question is : Why the upscale works in 1920x1200 and not in 1680x1050 in Point sampling? :/

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KaMiZoTo

Member since 9 Dec, 2011

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