Thndr's Recent Forum Activity

  • Thanks alot! However just to understand this a bit more, doesn't it still get blurry if i do it this way or? And what is bilinear filtering?The default zoom mode for OS/Browsers tries to smooth the sprite, in which why they look blurry when zoomed in. This is called Bilinear filtering. It works best on photos and larger images due to it's nature.

    Smaller spritework however needs nearest-neighbor filtering to be crisp because when enlarged and blurry, it looks like crap.

    There are some CSS commands to support nearest-neighbor, however some browsers have issues with it like Chrome on Windows (I hear it works on Linux/OSX though) This means that even if you do POINT sampling, it still could come out blurry on some browsers, which is why you have to have WebGL enabled as it'll use WebGL to do Point/Nearest-Neighbor.

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  • Honestly I duno what I am doing with this plugin, but you do find useful things when just playing around.

    Because of that, Idecided to experiment with another layout and such.

    1 layout has tiled movement, the other has 1px movement.

    When switching layouts, it sends the move update, but each player sees their respective layout's update.

    What could solve this is that each layout is a new room, so only those in the same room. To make it a more solid experience it could ask to join "layoutname_CURRENTROOMID" and if that fails, then joins "layoutname_RANDOMROOM".

    So in summary:

    Room Management-

    Actions:

    -Join Room specific (ROOM/CURRENTROOM VARIABLE)

    -Join Room random/not-full (Photon handles the random room thing to search for a non-full room, and if it doesn't exist then creates a new room.)

    -Leave Room

    Conditions:

    <font size="1">-Triggers for On-Join and On-Leave</font> (Never-mind, already implemented)

    -Trigger for when requested room is full (Works for both Join Room Specific and when Join Room random/not-full does not find an existing not-full room)

    Variable:

    -Room

    -Room Player limit (might have to be a seperate config file, but I don't see why C2 couldn't edit/make it at export)

    Player Management-

    Actions:

    -Update Player (Updates position and variables on the player's entity.)

    -Send Update Request (Sends an update that requests the other players in the same room to update. Maybe redundant)

    I know that currently it's set as a test, but due to the problem with 2 layouts (each seeing the current layout's movement rules), probably shouldn't have hardcoded variables into the behavior that could cause issues and let the game handle things like that.

    Photon Management-

    Variable:

    -Current Messages per second (This allows us to see how many messages are being sent and is reference-able if we want to have things trigger based on this number.)

    =====

    With all this, I could create an online "village" made of multiple layouts.

    <font size="1">The movement style would not matter because with UPDATE PLAYER, you could even make it a Zelda2 style platformer as long as the player keeps the others up to date. Since all the action would be happening locally it could cause some issues with unscrupulous player manipulation; however, it would be the simplest way to make many games.</font>

    One player enters a house, layout changes from "village" to "house1"

    Photon has player leave ("village_" & photon.ROOM#) upon loading the new layout and joining ("house1_" & photon.ROOM#). I do not know how liberal the usage of rooms for Photon Cloud is, but this is the simplest solution to prevent players in different layouts from causing cross updates that are very bad.

    If there is a specific room limitation, then of course then you would have to make the game force all players into the new layout (kinda like Borderlands when you change zones)

    With more control in C2, I feel the collision and movement behaviors would be unneeded as well.

  • Well I think he wants his game to be a native file with modable files for the enduser to play around with.

    Although I don't have any ideas atm that would involve the users, I do think that a way to reference files outside of the node-webkit package would be useful(either in it's own directory, or local documents/appdata folder for the user)

  • Thndr Did you un-checked the minify script option before exporting? Or it happens on loadout? It works for me on r128.2

    http://i.imgur.com/9yhGIt1.png

    That's an error from starting up C2 after installing it.

  • Well a community website would be able to post news and blogs about the latest C2 developments and games instead of people scouring the forums themselves manually.They're essentially there so the fans can bring to light the interesting things that others normally wouldn't come upon.

    Plus this is still technically a professional website with a good community, but C2's community is small atm and Scirra can handle it. Later on unless they take active role in directing the community and providing support which would cost them a lot more time the larger the commnuity is, outside communities would be needed to handle the userbase.

    Doesn't mean the outside community would have to be just C2, only have enough focus on C2.

  • MrOtton

    I'm waiting for people to try it out and give me feedback before I develop it further ;)Sadly everything I can think of requires a lobby to make sure it plays right, but I'll see what I can do for an adjunct game eventually. Gotta get off my butt for that though :P

    Personally I think you should make a thread for the Photon plugin in the Plugins subforum, as people are more likely to see it there and know it exists. A lot of people want to do multiplayer and this plugin should make it accessible to them. Some people would be scared off with the first page talking about potential and having to read through 12-17 pages to find your work.

    I know I wouldn't have known about it if you didn't plug it in another thread, and I occasionally browse the plugin forum for anything neat

    ---

    Edit: Tried installing it from your link on page 13, but I get this error:

    <img src="http://i.imgur.com/jsWWFjE.png" border="0" />

    Using r129

  • There's a plugin that might work for you even though it's outdated, has a bug or two (you have to make the box size larger if you're using small resolution and scaling up), and since it's not a default C2 function not supported on the Scirra Arcade section of the website.

    Spritefont Plugin

    You just have to make your own font imageset, or find one you are allowed to use.

    ---

    Although personally I think webfonts would be better as you can also use it on your website as well, but I don't know how to make them or convert raster fonts (sprite fonts) to them.

    Edit: Your post inspired me to look into it again.

    Found that FontStruct provides a web based interface for font creation, and allows pixel monospaced fonts.

    It's also compatible with FontSquirrel Webfont Generator to convert it to a webfont

    Edit2:

    Fontsquirrel seems to be having issues with Fontstruct. I made a font and used Font2Web.com to convert it. I it came out pretty good.

  • If you're going to slow down things, as long as your game is framerate independent you can reduce the timescale to slow things down.

    https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence

  • On your properties for the project, put your Sampling to POINT.

    You should also make sure WebGL is ON (it's right above Sampling)

    This way when you scale your images, you keep the pixel nature instead of having bilinear filtering applied to the image to "smooth" it out.

  • There are plenty of resources for learning how to do pixel art, however people may learn differently and sometimes a structured course with a teacher is the best method for them.

    Since this topic came up I had to look way into the past to find some of the forgotten bookmarks I had years ago.

    So you want to be a pixel artist?

    While I was looking for it I also found a short and sweet guide here

    Introduction to Pixelart ?

    It's a good tutorial with some much needed basics. Here's some other resources worth checking out:

    Pixel art tutorial on OpenGameArt.org

    PixelJoint's list of onsite and offsite tutorials.

    Edit: Figured I'd plug it here. While Photoshop/GIMP are useful for more modern sprite creation (Which the course covers and a lot of tutorials don't), I occasionally use two other useful programs:

    ASEprite <- Image editing program designed for sprites and animating sprites.

    Pyxel Edit <- Tile editing program that exports tilemaps as psuedo-CSV or XML and the tileset as PNG. <font size="2">Save format can be opened with ZIP/RAR to extract individual tile images. Animation is planned and he hopes to start updating again this summer.</font>

  • Yeah, if we get a hit to come out of C2 we should get some popularity. I looked at GameMaker because Spelunky was made in it. I also looked at Construct over a year or two ago because Konjak makes his games in Classic (at that time I saw C2 but was meh to it for some dumb reason).

    Construct2 also can become popular due to ease of use and ability to make games because of game portals like Newgrounds. Hopefully everyone who made a game with C2 on those portals mention it somehow :D

  • Since you're displaying text every tick, try using dt instead of a solid number.

    You'll probably want 2 variables: Score and Score_Display. Then when Score is greater than Score_Display, have it add 100*dt to Score_Display.

    This way, the text shows the Score_Display variable every tick, and every tick it constantly adds to the variable until the score is the same.

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Thndr

Member since 15 Oct, 2012

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