NetOne's Recent Forum Activity

  • It's been asked a few times. Do a quick search and u should see. Not gonna happen right now according to devs will have to rely on third party plugin. However I'm not entirely sure if there has been a feature request raised for it. Maybe u could do the honours if not....

  • I'm on the train to London doing this on mobile and a few beers in so may be a bit rough. But it works.

    T in the lerp is linear so start stop with constant speed but as it is using lerp you can drop in a smoother line formula for t to make it ease in and out.

    drive.google.com/open

    arrows or hold/double tap move left right

  • Yea . That looks pro.

    Definitely the way to go.

    But I understand that is no option for a finished game.

    The only other things I can think of is

    What about using the webgl blur effects very slightly

    Or investigate if there is webgl AA effect/shader that you could get someone to program as an add-on.

    Anyway keep us posted on that game it looks awesome.

  • in this case what I would do Is....

    • set my viewport resolution to 1080p (1920x1080)
    • Produce my pixel art assets at their base resolution ignoring viewport size *eg main dude is 32x32 so make at 32x32
    • Scale the assets in layout to my desired size
    • switch to liner sampling in project properties (will give slight anti aliasing into 1080p)
    • (probably would also set rounding to off (for smooth 1080p movement)
    • select scale inner in project properties

    tada

    I now have game that is a pixel art game that...

    • scales to all widescreens
    • that has a little antialiasing so dosent look too jaggy on big screens
    • and has smooth (up to 1080p) movement
    • allows higher resolution sprites for lighting effects.

    The only thing you would need to take care of is rotating objects as they will rotate into 1080p. This might be ok for lasers bullets etc. but would look odd for key player or enemy sprites etc. in this case you will have to fully animate rotations.

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  • From my experience even huge text files load from project files in milliseconds on all browsers. However if you are displaying that text in a text field then that takes forever to load into the field in chrome compared to other browsers.

  • I was just messing around to see what can be done without families containers or for-each loops.

    Here is 1000 transparent boxes rotating and individually moving in X and Y.

    60FPS on my surface pro 4 with its crappy integrated graphics.

    https://drive.google.com/file/d/1j-YplM ... sp=sharing

    not a fair test but interesting.

    I think most of these "how many objects" performance tests so pointless.

    1) because how many objects to you really need?

    2) add all the game logic behind the scenes in the form of events to make an actual game and that is where you see the real performance hit.

    From my experience with C2/3 it is how all those events compile into JS when you have that whole game engine running is where you get the hit.

    And that appears to be where Ashley is making the optimizations for C3.

    Which is awesome.

    Anyway I am rambling and a little sozzled so I will shut up.

    Chowdren tho !

    construct games on PS4 tho.... OMG !

    Now If I could only make a game good enough.....

  • Just FYI

    chrome bug updated

    [quote:28opv9ra]Fixed in M68 with UserActivationV2 enabled

    nice!

  • Chrome bug

    Guys, this has only 7 stars,

    it would benefit anyone hoping to have joypad input in their games to star this

    go go go

    https://bugs.chromium.org/p/chromium/issues/detail?id=381596

    it has been open since 2014!, it is possible they are working on it now I dont know, the chromium bug trails always confuse me.

    But a few more stars and they might treat it seriously.

  • Dude..... rojohound I know if Mr Rojohound is doing something it has to be interesting ...... and usually I can just about wrap my head around what you are doing.....

    but my brain cells are rapidly deteriorating in recent years due to excessive alcohol consumption and I've looked through the events and run the cap but this one has me stumped ....

    i know you have explained to newt but if you dont mind .... for the layman .... what am I looking at, what can it be used for, why cant this be done with normal events? I feel like I/we am/are missing something special here.

  • Ashley

    Scirra

    Guys i notice that you open the demos directly into the editor.construct.net using a "#open" tag

    eg. https://editor.construct.net/#open=demonoire

    is it possible for users sharing c3p files to also do that?

    i.e. share a link that will actually open a c3p in the editor online ?

    would be pretty cool for sharing / helping / collaborating

    cheer

  • So I made a bug report

    https://github.com/Scirra/Construct-3-bugs/issues/1606

    Not sure if a C3 bug tho maybe chrome ignoring button press as a trigger.

    here's the c3p if you want to try

    https://drive.google.com/file/d/1BFGQCLHUYdxlPmWAd5WE0ezBhh7tGPOP/view?usp=sharing

  • Hmm.. yea you will be processing more pixels so that will give you a hit. But most modern graphics cards should eat that up no problem. Maybe not on mobile though.

    I wouldn’t have thought the hit would be compounded by layout complexity though (unless you are stacking a lot of things on top of one another) as you are still processing the same number pixels and anything outside the window is not drawn.

    anyway i recall when i made a low res platformer I had similar issue and did this

    try a simple lerp

    https://www.scirra.com/tutorials/626/ma ... ing-camera

    but use lerp like this ( a = lerp(a, b, 1 - f ^ dt) ) as described here

    https://www.construct.net/fr/blogs/ashl ... a-time-924

    but then the trick is to stop the lerping camera from trying to complete the lerp all the way to the player

    so stop it when it is 80 % 90 % there , this stops the slow lerping from pixel to pixel causing jumping around.

    there are a few ways to do this , maybe mess with the formula above or just have a large hidden collision sprite that stops the lerp

    there are lots of other things you could do to smooth out camera and limit unwanted movement

    camera systems can get real complex.

    AND/OR you could scale up all you assets layout and window size by a factor of 2 or 4 etc

    this will allow you to increase the movement resolution but still fake low resolution and without using fullscreen scaling high,

    not 100% but i think many new pixel art games take this approach, (also allows high res lighting and a soft anti aliasing (linear sampling.)

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NetOne

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