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  • Dark Pixel Platformer Pack — Now for sale in the Scirra Store!

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    <p>A nice pixel tileset great for platformers.</p>

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  • I can confirm that using 187 with the older version of Node Webkit fixes the issues. Thank you all so much!

  • You might find this useful as well if you revert to r187. Until Ashley updates the nw loader, you can download a copy of the old version in this thread at the bottom of the page.

    Thanks man! I just went back to 186.2 and it works perfectly again! I might go ahead and move up to 179 and try the old version to see if that works too. Thanks a ton!

  • Remember that nodewebkit is seperate now so you just need to get the old NW installer. Someone posted it in the juttering thread in general.

    Yup! That was the issue, I guess the new version runs poorly. Thanks so much for the help!

  • Revert back to r187 if you can - the newer version of nw is broken (because it's based on chrome 38).

    Yeah, I guess Im going to try that. Hopefully I can open the project haha. Thanks for the help!

  • Node Webkit might have caused it, actually. They have a nasty habit of blacklisting older hardware for WebGL so they don't have to bother with legacy support. Try making a text object and set it's text to "renderer" every tick. (Without the quotes, it's a system expression.) Or you could run it in debug mode and check the renderer from there, but that won't work if you want to test the exported version too.

    If it says Canvas2D instead of WebGL it's probably Node Webkit's blacklist. C2 has a way of ignoring the blacklist that might be broken in the beta so you may need to wait for a full release.

    Hey, thanks. I tried that, but it says webgl so I think its working. But thanks again.

  • Still Cannot Figure this out. My drivers are all up to date.. I have the latest Node Webkit... Wish I knew what the problem is.

  • Hi guys,

    Im working on a project and I just updated to the newest Beta. When I tested in Node Webkit before the update I was getting a solid 60fps, but after the update its hovering around 30-40fps. Ive changed nothing in the game what so ever. Any idea what could be causing this?

    Thanks, Adam

  • Hey guys, Im looking for a sound design person for a small project. Ill only be needing about 4 or 5 sounds, and they will be quite minimal. Please let me know if you are interested and send some samples of your work. Thanks a ton!

  • I tried both pixel rounding, and integer scaling, no change to the weird jaggies on the art.

  • Also, I have noticed that on the games where I scale the graphics up, I sometimes get weird artifacts. Like in this image, the art is all pixel, so the lines should be smooth, but if you look at the boxes below the players feet, they are clearly jagged. Also, the skull looks a bit strange, and so on. Is there a reason this happens? and a way to fix it?

  • Okay, so I love retro games... And I have made a few. I would like to create some for mobile, and I have a question. Performance wise, is it better to make a game with a resolution of 128x256 (just using a random number) and use sprites that are 16x16 and then use full screen scaling to make it fill up the whole screen... Or is it better to scale all of the artwork up to make it look like its only 16x16, when really its 64x64.. and use the resolution 512x1024? Basically, what is more taxing on the hardware/processor, larger art/sprites... or scaling? I have a game made that is a very small resolution and it runs a little jumpy from time to time, and thats what makes me ask.

    Thanks!

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mintPIXEL

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