Tinimations's Recent Forum Activity

  • Eisenhans eli0s Yes I included the "60" in order to make it a lot easier for me to read the variable values. If that proves to be a bad solution I might have to tweak the entire game. At this point, so close to finishing up I don't really see it happening. I guess maybe the solution to this problem is for me to make an "avarage dt tracker" that dynamically adjusts the 60 to for instance 144.

  • So I've been testing my game on high refresh rate monitors with more than 60hz, and it breaks some sections of my game due to the delta time. In this example a wind pushing the player back with the expression "playerbox.X-WindForce*(60*dt)" is pushing too hard due to the dt being faster on these monitors. Any way for me to track the monitor Hz so that the expression could be changed to "playerbox.X-WindForce*(MonitorHz*dt)"?

    Thanks

  • So I've discovered that high quality fullscreen does a lot for the sharpness on HD monitors, and greatly lessens the damage of making my game for 720p. However I've noticed performance dips on levels with a lot of fog and smoke type of assets (which I want to stay blurry anyway). I'm wondering if there's any way to selectively assign assets to be affected or unaffected by the high quality scaling? Will help a lot for optimizing the game.

  • Rhythm based walljumping of Klang!

  • So I changed out all the video files in my game from 720p to 1080p, and now steam is unable to download the game after I updated the build... It simply stops completely at 95 %. I tried to erase all previous builds, still doesn't work, changed the NWjs version to a newer one, still doesn't work. When I revert back to the an older build, works just fine. What's strange is that all files are still present in the downloading folder, but booting the game doesn't work here, so there's obviously something missing.

    Any steam developers encountered this before?

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  • Bonus-ghost in Klang for Screenshotsaturday!

  • jobel Almost. I don't have lagspikes anymore, the only remaining issue is that I see some setups render assets completely wrong. The only lead I have is that it seems to be somewhat connected to windows 10. Also Mac version can't change layouts for some reason...

  • Wow it actually worked! Just popped on high quality fullscreen and it worked just like you said. This puts a great fear of mine to rest.

  • If the "window" size is 720p it doesn't matter how big the layout is. It's still only 1280x720 pixels that will be printed on screen.

    jobel Since Construct's performance was awful when I first started developing, I felt myself forced to use 720, so yes. Also due to how memory bloated big games become, I was forced to stay at 720 in order to not use waaay to much memory. Too late to fix it now.

  • Slight misunderstanding here. My *pre-rendered* cutscenes were made in 1080p, but I've had to downscale them for 720p to fit the game window. However I want to make the window size 1080p while the cutscenes are playing in order to show off all the juicy details, and then go back to 720 when it's back to gameplay.

    Can this be done?

  • So my game runs in 720p, which is fine for gameplay, but I really want to showcase my video cutscenes in 1080p. Any way to pull this off?

    Thanks

  • http://www.gamasutra.com/view/news/2721 ... design.php

    Scored an article on Gamasutra! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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Tinimations

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