ome6a1717's Recent Forum Activity

  • Is there any reason blend mode wouldn't work at all? I'm just trying something as basic as creating a sprite with destination out on a single layer, and every time I load the game, where the sprite should be "cutting throught", it's just black.

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  • trollface - Hmm...that doesn't seem to be working. What am I putting destination out on - the window itself? Or the backdrop layer?

  • bump

  • If I had a background image and multiple layers on top of with sprites completely covering that image, is there a way I can use a blend mode to create a "window" that basically pokes a hole through all the layers to see the background.

    If I'm not making any sense, imagine seeing a 2d room with a sunset as the backdrop. The additional layers would have the wall, objects, etc. Aside from literally moving objects out of the way, how would one create a window to see the background?

  • I'm beginning to think this is impossible utilizing the gamepad object - there has to be a way to outsmart the plug-in into sending the angle and keeping said angle before hitting the deadzone.

    I've tried creating a global variable and setting so if the gamepad x & y axis are > 25 (deadzone), set global variable to angle(gamepadaxis). Then then another event that states if the x & y axis are < 25, set angle(gamepadaxis) to global variable. But, of course, to no avail.

    Anyone have any out-of-the-box suggestions?

  • I'm using the gamepad axis to aim (based on angle(0, 0, Gamepad.Axis(0, 0), Gamepad.Axis(0, 1)). However, when the stick is returned to the middle, the axis is set to 0 instead of leaving it at the previous axis. Is there a way to stop this from happening?

  • UPDATE: I figured out why my memory was so high. I had player animations that was not cropped - so for every frame there was tons of transparent space. So far I've went from 123mbs to 70.8mbs. That at least answers that question! However, I'm still curious about what is considered high memory for a desktop game, as well as how to tell how much memory is used per layout.

  • Here's a question - what's considered high memory use for a desktop game?

    Also, how do you see how much memory is being used in each layout as opposed to the whole project?

  • retrodude - this is helpful, thanks.

    I feel like I'm already doing this, though. I have 2 tiled backgrounds of 1 solid color each (64x64), with 3-4 sprites that have 5-6 unanimated frames for decoration (max size is 306 x 202). The rest are enemies & small ui.

    My level size is pretty huge - that I won't argue with (20,000 x 20,0000) but originally I was told that it only processes what is currently on screen. Does this then mean it doesn't necessarily matter whats on-screen, because it will affect the game regardless?

  • retrodude

    I think I'm slightly confused - I understand the idea of shrinking the images and increasing the image size via canvas, but I only have 1 level at the moment, and plan on having at least 8 or 9 more. Does this mean for every sprite I add to the game, my memory used will go up? What is exactly increasing this number?

    Also, increases the size of images via the canvas in my opinion never looks very good. I'm trying to keep a sharp look to my game.

  • retrodude - I'm using 123.8 mbs

  • I'm only using Node-Webkit since my game will need to be an executable. WebGL is enabled in the game. I'll double check the drivers, but what about the low-end computer? Why would it be able to run a game like Diablo 3 but not a simple 2d platformer?

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ome6a1717

Member since 12 Feb, 2013

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