NetOne's Recent Forum Activity

  • Wicked....

  • Ive never used platform but had a quick look at its expressions and

    dx and dy in the first example = exactly what would be x and y movement vectors

    And (sqrt(Self.dx^2+Self.dy^2)) = exactly what would be player speed

    So you can just substitute them over. i.e on collision with ball then player x vector = player speed * cos angle ball to player etc

  • Youre probably in debug mode logging all the data frame by frame.

  • You need to enable "high quality" full screen scaling to get the benefit of turning pixel rounding off.

    You normally would not want linear sampling on for pixel art games. Well it is an artistic choice but it is confusing the matter for now and is not related to what you want to achieve.

    To achieve what you want with those textures and if you want smooth panning and zooming / scaling pixel art you need

    pixel rounding off and

    high quality scaling on

  • Sorry Cryptwalker I didn't make it, but I wanted to post an October video so here it is belated

    it dosent look like much has changed but....

    i did actually bust my ass on this the last couple of days

    and have added......drum roll please

    a sound system

    a death respawn system

    the beginnings of a menu system

    and a simple score system

    so it almost resembles a game now!

    as always ignore all graphics just all placeholder for feel

    have to go an do work things for the next few weeks so wont be much progress for a while, another reason I wanted to post this as a marker. but i reakon a couple of things and some graphics and a demo is not far

    https://drive.google.com/open?id=1PAF8yDP6Mez7UUWjMKLmhhOTPN8VtYPB

  • NetOne

    Congrats to finally figuring out what it was. I noticed this setting is not even available in C3, which I'm mostly using nowadays.

    From the manual

    [quote:3qnpigy0]Use high-DPI display

    Some devices have a much higher resolution display, with more dots per inch (DPI) than other devices. Setting this property to Yes will use the full resolution of the device for maximum display quality, although this can sometimes reduce performance. Setting to No will treat the display like a traditional low-resolution display, which reduces detail but can improve performance.

    Don't know why it had any effect on the system scale setting and the browser zoom setting though. I always thought this setting was for if you make low rez games like 320x240 point sampling, but never imagined system and browser scaling would have any effect on it if set to no.

    Good find. I don't know if that's still a bug though. If it should behave like that?

    Well that description is not right,

    that is what it probably should do but that is not what it does,

    or as you say maybe a bug. (ill leave it to some other poor sod to file though)

  • Fullscreen scaling

    Scirra Description] - "When scaling fullscreen, whether to scale before (high quality) or after (low quality) rendering"

    Options - High Quality / Low Quality

    Layman Translation

    Not really about fullscreen scaling or "quality" (for the layman)

    Its more like,

    do you want to exactly determine the resolution of the game (use low quality) or

    do you want to display you art assets at their full potential resolution dependent on the display device resolution.(high quality)

    Low Quality

    Uses your Window size setting as the resolution for the game, the game will be drawn at this resolution even if you are using higher resolution sprites (making them blocky at low resolutions). Also all movement will be at this resolution.

    High quality

    doesn't use your window size for draw resolution , window size is used to determine only aspect ratio, scale and movement resolution ) will display all graphics assets as they actually appear in the layout at the highest possible resolution.

    Uses

    Low quality for "retro" pixel art games.

    High quality for "neo" pixel art games but make sure all your art assets are drawn and scaled at the same resolution ).

    High quality if you want a high res game with real nice high Res art assets

    Low quality for 1080 games with 1080 assets on 1080 screens

    Pixel rounding

    Scirra description - "If on, objects are drawn at integer positions, if off objects can be drawn between pixels"

    Layman Translation

    This setting is all about movement.

    Character, background movement and camera pan and zoom.

    Do you want movement based on the resolution of your window size if so then ON

    or do you want smooth movement regardless of window size resolution if so then OFF.

    this becomes less noticeable/usefull at higher resolutions

    and there is a small but very important omission in the description

    The engine will only draw between pixels if you have "Full screen scaling" set to High quality scaling otherwise there is no point in setting this off .

    It can also lead to weird artifacts and distorted sprites where resolution is close to screen dpi

    Uses

    ON For "retro" pixel art games authentic look

    OFF when using " high quality" scaling then for very smooth movement

    ON 1080 games viewed on 1080 screens

    OFF for "neo" pixel art games where you want smooth (non retro) movement

    Sampling

    Scirra description - The resize quality for images resized larger or smaller

    Layman Translation

    this is basically anti-aliasing ,

    it smooths out between pixels if your window resolution is greater than your sprites resolution

    Linear = anti-aliasing ON

    Point = anti-aliasing OFF

    for pixel art it is primarily an artistic choice

    using linear can give a nice smoothing effect to pixel art killing sharp edges (it can also make pixel art colours a little washed out looking)

    retro purists would probably say leave it off/POINT

    For higher resolutions it would mainly be used say…

    if you had a 720 game with 720 art assets and you want to avoid jaggies on 1080+ screens

    the same for a 1080 game displaying on 4k devices.

    This setting is something im still looking into so please feel free to correct me.

    Use High DPI display Yes/No

    Scirra description - Use High resolution display where available. If disabled renders in low resolution and upscales

    Layman Translation

    Nothing really to do with High DPI displays directly.

    Yes = overrides / ignores the browser zoom setting and / or any windows scaling setting displaying your game at 100% zoom so it will always launch in the browser looking like it is supposed to do.

    No - if the user is using windows scaling or has browser zoom setting to anything other than 100% will make your game look like shite and potentially introduces scaling and linear interpolation that may cause performance degradation. This setting possibly doesn't work as intended but for now....

    A pretty useless setting - always keep to YES

    Note: "retro" vs "neo" pixel art

    "retro" is where you set your resolution low and draw all sprites at a pixel density matching exactly the screen resolution.

    character movement, camera movement and zoom/scale is all on a pixel to pixel basis.

    basically looks like an old arcade/console game

    "neo" is where you set your resolution low, draw or scale all your pixel art assets to same relative scale

    but where character movement, camera movement and zoom/scaling is smooth

    and usually additive/lighting effects are high res

    eg something like enter the gungeon

  • >

    >

    > i do change window height after launch could that be it???

    >

    >

    >

    Could probably be something like that. At least now you got a bit closer to the answer maybe.

    Hope you find what's causing it

    Cheers man,

    after rifling through old backups and deleting all the events in my game ....found it!

    it was the god damn "Use high-DPI display" ! I had it set to No-

    of course stupidly I thought that this setting meant my game would always render at 1080p pixels and upscale as ness for high dpi (good for performance maybe)

    and this is what the description implies

    but actually what this does is sort of the opposite.

    so high dpi set to no and say zoomed to 200%

    the browser renders the window at the zoomed in game window setting

    so you now have quarter of the pixel density you intended

    then the browser downscales your game to fit the new low resolution window,

    then on top of that it renders your game linear interpolating between he reduced pixel count to make it look all muddy

    its a totally useless setting as far as I can see and is very confusingly described

    high dpi = on , basically means - "ignore browser zoom setting" and should always be left on as far as I can see.

    in light of wasting time on this I am going to start a thread on config settings for the layman

    https://www.scirra.com/forum/project-configuration-settings-for-the-layman_t197464

    Ashley these config settings are really badly named and defined

  • tunepunk yes indeed it does !? thanks for taking the time.....

    i took the liberty of trying myself (awesome touch control btw ?? i so want to go on a big adventure with that guy??)

    i see that with your game that chrome still does remember the zoom setting but the relaunched game just ignores it

    i then tried a few of the c3 demos also and get the same result. hmmmmm

    so wtf is going on with my game !!!@##$#@@?

    why is my game taking notice the zoom setting , even after relaunch, when other games arnt ??

    some setting ?

    i do change window height after launch could that be it???

    these are questions to self btw. i will test to see....

  • Ashley

    Makes no difference

    there are 2 things.

    1: Chrome on windows retains the user set zoom setting of the specific site on reboot browser or reload game.

    2: Chrome global (all sites) zoom setting changes descreetly based on the windows scale setting and does not show this in chrome zoom setting.

    I.e as shown previously if your Windows scale is 200% your chrome zoom setting will show 100 but actually be 200 so you need to set the browser to 50% zoom to actually get 100% zoom and no scaling for game

  • tunepunk currently using linear, changing to point changes the look of the blurriness to more blocky but still blurry.

    as chrome keeps/remembers the zoom setting for the site rebooting browser or re-launching game doesn't change.

    you could argue that there is no reason for a user to change the zoom setting on a web game site but I sure there are many cases where they might.

    but more cause for concern is that high dpi systems 150-200% scale, like your surface pro, will automatically zoom the chrome browser giving blurry graphics without any notice to the user and while the browser still shows 100% zoom.

    this is a pretty serious issue if you ask me.

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  • same thing with absolutely no math thanks to construct 2

    (note that this bounces at the angle of the player to the ball "normal to surface angle", which is probably good for games but not realistic, if you were going for more realism you might need add a bit or all of original movement vector angle to the normal angle and add some dampening, but as this is a big bouncy ball I think you can get away with normal to the surface ..)

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NetOne

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