bolosaur's Recent Forum Activity

  • Ashley

    You are right about that, I had accidently copied a couple of animation frames which was the reason for the desync. My bad!

    However, it appears that tearing still does occur. Those four sample games were made with your r92 update, and I'm still seeing quite a bit of tearing regardless of which display or rendering settings I use when exporting the demos.

    Is anyone else seeing this as well?

    Also, does it matter whether or not those demos were originally generated in r91 despite being compiled in r92? Because if so then that might be the reason why your fixes aren't having any effects (unless they have and I'm just blind to it?)

  • <img src="http://www.thegamingvault.com/uploads/2010/09/036.jpg" border="0" />

    And that's the end of that chapter.

  • Hello,

    I may have discovered a potential Construct 2 bug that occurs when saving changes to a project that has been created on a network drive.

    Here's how I reproduce it.

    1) Create a new project with "Use a project folder" and save that project to a folder on a network drive under "My Computer."

    2) After creating the project, make some changes to it and and save those changes (just to show that saving is possible in this state.)

    3) Close the project.

    4) Open the project again by double-clicking on the project file in your network folder.

    5) Make a change.

    6) Save it.

    You are now prompted with the following message:

    Error saving project 'mycrazygame' - the project has NOT been saved to disk.

    We apologise for any loss of work. You may want to report this issue to Scirra.

    Message: Failed to move .caproj.tmp to .caproj

    File: \\?\\\vmware-host\Shared Folders\myfolder\c2\mycrazygame\mycrazygame.caproj.tmp

    Is this an issue you're familiar with?

    Also for the record I'm running Construct 2 on a virtualized Windows 7 64-bit guest machine under OSX using VMware Fusion 4, and the network drive in question that I'm trying to save my project to is actually a shared folder between the host and guest machine.

    Thanks!

  • In my humble opinion, if you're looking to do something innovative and interesting in terms of multiplay then you should probably look beyond minor details such as point distribution and instead try to bring something fresh and interesting to the table with the game as a whole.

    I think there's a lot that could be done with the MMO genre (and especially in HTML5 format), so why not try to approach "MMO" from a more interesting perspective rather than inherently adopting already established concepts (leveling, exp, talent points, killing spiders etc).

    Construct is your blank canvas, so why not treat it as such? :-)

  • Sorry Ashley, I managed to remove an important line from my last post. :)

    What I meant to say was that your fix worked in the iOS browsers, but when I saved the pages to my home screen the above mentioned bugs occured.

    Are you getting this as well?

  • Yeah, sorry. Those links were built with r92 after your fixes had been applied.

  • I understand, but are you sure it's not just Construct 2-specific? Because looking at Browser Quest, it actually seems that they're scaling up their graphics from a sprite sheet.

    browserquest.mozilla.org

    cdn.mozilla.net/browserquest/img/1/spritesheet.png

  • Thanks for the update Ashley.

    I tested the fix on both an iPhone 3GS and iPhone 4S.

    On the 3GS I rotated the screen before the HTML5 loader was finished, which once again prompted the glitch to appear. If I however waited for it to load in portrait mode, the fix worked perfectly fine.

    On the 4S I didn't get a HTML5 loader as the app loaded instantly, and in this case the glitch appeared regarldess of whether or not I waited for a bit in portrait mode before I started rotating it.

    Hope this helps.

  • Hi,

    I made quite a few topics about problems I've encountered when making pixelart games, but I figure it might be best to just ask for a best approach rather than exploring what happens if you don't follow best practice. :)

    So how exactly can one make a pixelart game without having the graphics anti-alias in canvas2d? I've been told that the best way to avoid this is to resize the sprites, but by how much, and in what instance? Should the assets be resized, or can this be done with game logic so as to avoid consuming too much memory?

    Thanks a bunch.

  • Oh, I thought you meant V-sync tearing, that's a sampling issue. Have you tried setting 'Pixel rounding' on in project properties?

    Well, here are a couple of tests:

    http://dl.dropbox.com/u/2725629/html5tests/Astrojone_rounding_off_sampling_linear/index.html

    http://dl.dropbox.com/u/2725629/html5tests/Astrojone_rounding_on_sampling_linear/index.html

    http://dl.dropbox.com/u/2725629/html5tests/Astrojone_rounding_off_sampling_point/index.html

    http://dl.dropbox.com/u/2725629/html5tests/Astrojone_rounding_on_sampling_point/index.html

    They all look about the same to me in almost all browsers. The only case in which the tiles don't seam is in Firefox on OSX (which I guess has webgl turned on?) with point rendering enabled, but even so the animated water tiles are still completely desynced. The pixel rounding seems to make no difference in either case.

  • Ashley

    Now that I think about it, there was a simple JavaScript fix that would scroll down the page to hide the address bar.

    The HTML5 game Browser Quest that I mentioned in another thread seems to use the same technique - or at least a similar one - where on the login screen it'll scroll down the page to make the address bar vaguely visible (and the page scrollable, though I don't know why), but once you're logged in the screen locks and the address bar remains permanently hidden.

    You can try it yourself at http://browserquest.mozilla.org/.

    Is this something Construct 2 could utilize?

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  • OK so I started building a game composed of 16x16 tiles, among which there are a few animated water tiles.

    However, my game has started tearing on other platforms as well.

    Example: dl.dropbox.com/u/2725629/html5tests/Astrojone5/index.html

    Screenshots:

    http://dl.dropbox.com/u/2725629/tearing_ipad2.png

    http://dl.dropbox.com/u/2725629/tearing_iphone_4s.png

    http://dl.dropbox.com/u/2725629/tearing_win_7.png

    The screenshots were taken with linear rendering, but the currently uploaded demo uses point rendering.

    This is a pretty huge issue to me. Any ideas?

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bolosaur

Member since 12 Feb, 2012

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