ErekT's Recent Forum Activity

  • Thanks for the reply.

    Wow, forgot about the browser object. <img src="smileys/smiley11.gif" border="0" align="middle" /> For sampling, just the ability to save the setting to an external config file that got loaded on startup would be great. Don't know if C2 supports reading and writing to text files?

  • 'm reading that you can play games offline, but does that mean Construct 2 will export .exe's and so on for a "PC Game", not just something you load in a browser?

    There's a third party wrapper thingy called Node-Webkit that comes bundled with the last couple of C2 betas. It's still html5 of course, but builds run as a regular exe would. No browser. Seems to work very well.

    S already said, a high resolution is perfectly manageable by high end desktop computers.

    Please define "high end". Also, you might be surprised how many people out there use computers that are not cutting edge. I'm guessing C2 users would like to target more than hardcore gamers.

  • It would be super-nice if we could control project settings like 'sampling linear/smooth' and 'scaling letterbox/integer/crop etc' through events so the end-user could toggle them through an in-game settings menu. Don't know if it's feasible. Would be great though.

  • Kyatric:

    My drivers are as up-to-date as can be, unless Nvidia pushed out a new driver package the last week.

    Tokinsom:

    Yep, that jittery, herky-jerky updating kicks in for me as well when things begin to slow.

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  • Thanks, but nope. I'm already making use of the scaling options in project settings.

    The thing is that while you can set your game resolution to scale up to fill the screen, the screen will always be set to the target device's native resolution. On PC's and Mac's, if the desktop resolution is 1900x1200 then a game resolution of 400x300 gets scaled four times with letterbox scale. That's fine, except 4x4 scale seems to suck up a *lot* more gpu power than 1x1 or 2x2 scale for some reason, even with webgl enabled.

    I've tested on a Geforce GT 540M and a Geforce 9500, and performance drops to something like 10-20 fps on both of em if the desktop resolution goes beyond the 1280x960 range. These aren't the beefiest gpu's around, but they're not feeble either. If they can render a game resolution of 400x300 fine at 1024x768 desktop resolution, then they should be able to do the same at 1600x1200, no?

  • Hello.

    I notice that C2 builds start chugging as desktop resolutions go up, especially if you throw a couple of shader effects in. I have no clue how C2 actually handles scaling, but if I was to guess I'd say separate scaling operations are done on each object in view. Is that correct? Also, seeing as the gpu takes such a massive hit from rendering an upscaled view with shaders I guess shader effects get applied after scaling is done too.

    If I'm right, wouldn't it be faster to render everything at 1x1 or 2x2 onto a buffer of some kind, then just upscale the buffer to the target resolution in a single scaling operation instead?

    Lots of people have desktop resolutions at 1600x1200 or higher and they will not be impressed if my humble 2D games get outperformed by something like Skyrim on their systems :P

    Just a thought. I may be completely wrong about how scaling is done. But still, if C2 builds have to run at desktop resolutions I think some kind of optimization is needed here.

  • Hello.

    No need. Just import your sprite frames separately and C2 will arrange your sprites into optimized sprite sheets when you export the project.

  • Hey cool, nice work so far!

    I'd like a tutorial on this too! I'm extra interested in mechanics like movement collisions (fighter gets pushed out of the way when the other fighter jumps on him etc).

  • Yo! Here's a trick you can try:

    Set default controls to 'no' in platform behaviour.

    Add a 'simulate control left/right' action that kicks in whenever your player is in the air.

  • I got this as well. Happens with Chrome and Node-webkit builds, haven't tested other browsers. I'm not using *dt either.

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  • Yo!

    I tried to reproduce a TV effect for C2 with phosphour glow and shadow mask the other day. Came up with this:

    i834.photobucket.com/albums/zz263/ErekT_Pixel/FilterScreenshotsG2.gif

    i834.photobucket.com/albums/zz263/ErekT_Pixel/FilterScreenshotsContra.gif

    This is how I set it up:

    Png image to simulate the shadow mask with Overlay Blend applied. This goes on top of everything else.

    Blur Horizontal 10 on entire layout for a sense of color bleeding like you get with phosphour glow.

    Sharpen 10 on entire layout.

    HSLAdjust on entire layout with Saturation 105-110 and Luminosity 93.

    Sampling -> Linear in Project Settings.

    You'll be needing WebGL obviously. The entire canvas needs to be scaled to at least 2X and the CRT2 image needs to be set to 0.5 scale to get it all to look right.

    i834.photobucket.com/albums/zz263/ErekT_Pixel/CRT2.png

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ErekT

Member since 17 Dec, 2012

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