KaMiZoTo's Recent Forum Activity

  • There is a huge difference between low and high quality for Text and Shaders.

    Try a scanline or a bulb effect. You will see the difference.

    Aphrodite How can you force a monitor resolution change at launch? I have no idea how to do that.

  • Hello,

    I just want to be sure to understand what is going on when you work with a pixel art game at low resolution. (in my case 640x360)

    If my monitor is 1920x1200 and I play my game in high quality fullscreen, the game will be upscaled X3 to fit the screen ?

    And that upscale seems to be greedy for not too powerful machine.

    On my laptop in 1920x1200, my game with no shader runs at 30/40 fps in high quality (and is unplayable). BUT if I set my laptop monitor at 1280x720, I get smooth 60fps all shaders on! HELL!

    So if I understand, the lower the game resolution is, the worse fps you get in high quality because of the upscale. Am I right?

    If so, is there a trick or a solution ?

    It's quite annoying because the game is originally in 640x360 and changing the monitor resolution impact the FPS but not the quality!

  • Alpha demo available! Same content as the prealpha but with a lot of improvements.

    http://www.kamizoto.com/#!download-page/czt8

  • Hello,

    In the menu options of my game, you can switch between the High fullscreen quality mode and the Low one.

    (For info, the game resolution is 640,360)

    With Pixel Rounding OFF :

    -High Quality : smooth movements for the objects and the camera.

    -Low Quality : smooth movements BUT a lot of objects visually 'shake' when the camera moves. It's ugly.

    With Pixel Rounding ON :

    -High Quality : Jerky movements of the camera and objects with small moves. (you clearly feel the pixel 'snap')

    -Low Quality : same 'snapping' feeling BUT no more 'shakes'.

    So I would love to be able to set, with an 'action', Pixel Rounding to OFF for the high quality mode (smooth moves) and to ON for the low quality mode (no shakes).

    Unless there's downsides...

  • Nice idea. Done!

  • +1 I've just realize that yesterday, trying to do a scale animation of a menu, which as a lot of pinned objs on it.

  • UberLou Thank you for that tips. I will try that if I have issues with the shader.

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  • Somebody Hey nice! That's what I'm seeking.

    It works pretty well!

    I'm wondering if there's a way to add the same sort of parameters as the C2 shake has (duration/Constant or Reducing). May be there's simple action formulas to do that. (that's not my cup of tea to be honest )

    And yes, the result is not the same in low quality. It visually doubles the shift. Perhaps you can divide by 2 the X and Y shift parameter if you detect low quality (but I don't know if you can do that in fact!). We still can create an event to do that easely.

    I don't know about the performance. My computer is quite powerful so we should test that on low spec machines.

    Anyway this is promising!

    PS: If you have a shader on a layer 'MyShaders' and you want it to be applied to all below layers, there's a trick. Add on your layer 'MyShaders' a mask shader like for example the 'Noise mask'. Put it on top and set to 0. TAADDAAAAAA !

  • I don't know how to compensate the variation of Dt, but I know how to compensate that high level math discussion : http://bit.ly/1B44qVT

  • Aphrodite Thank you. I'm starting to understand.

    I'm a little narrow minded sometimes and like when things are simple. That would be great if that dt conversion was automatic...but it's probably utopic!

    (I like utopia)

    Well, let's check all my events/actions now. :*(

    Aurel If you use DT only for your lerp formulas, this is strange your game goes banana on 120 hz after what I understand from that threat. :/

    Perhaps it's related to EVERY TICK -> VALUE changes (with no lerp and no dt)

  • I tried changes on my boss fight. I use DT ONLY for value variations (lerp(x,y,z*dt) or every tick-> value*dt)

    It's working the same in 60hz and 120hz.

    So is it the right way to do it? Will it work the same when the game slows down too ?

  • Ok, that DT stuff drive me crazy.

    I really though we should use DT each time we use a time value to secure the game behavior depending on the fps variation. But now I read that's not the case.

    Sorry to say that (and I blame nobody) but it's unclear and unintuitive. I just want to make games, not formulas for waiting 1 second depending on the fps, the frequency, the size of the sun and the weather outside.

    I have the bad feeling I will have to spend a day, changing all the time events of my game. But right now, I don't even know what to change exactly. Ho bother....I'm lost.

    What about every tick event ? Wait action ? We should not use DT too in these cases?

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KaMiZoTo

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