kbm's Recent Forum Activity

  • I am not sure but some people seem to have a similar problem when exporting with Cocoon JS? But maybe I am confusing two different issues here..

    Anyways, is there any way to get low-res games to properly display with "Fullscreen scaling: Low Quality" and "Fullscreen mode: Scaling outer" ?

    EDIT: This is really weird: I just disabled WebGL and the rendering problems seem to be gone completely. However, there is a caveat When before there was no visible anti-aliasing now it is really strong. Is there any way to disable anti-aliasing completely without WebGL?

  • I have the exact same problem, I have been developing a 32x32 pixel game and the problem seems to have something to do with Scale Outer as the seam-lines also appear when I preview in Chrome/Firefox.

    When I switch to "High Quality" Fullscreen Scaling the seam-lines disappear but so does my pixel grid

    Can anyone help us out here? Ashley maybe?

  • Also just to note you could leave it on a letterbox knowing full well that it drops down to scale outer in cocoonjs. This allows your project to look nice in browser with letterbox as well as in cocoonJS with scale outer.

    Thanks a lot, I managed to center the layout now, but I have a new, different problem:

    I have to set "Fullscreen scaling: Low quality" because my game is 32x32 px and in order to display correctly it needs to render first, then scale. Unfortunately, depending on the final resolution this screws up the rendering. For example one line of pixels doesnt even show up, screwing up the complete layout.

    I drew up a quick explanation of the problem.

    Choosing "Fullscreen scaling: High quality" seems to fix the problem, but then some objects render like this

    instead of this

    And I need all objects to be pixellated like shown in the second image.

    Can anyone help me out here?

  • It seems to be a rather specific problem, but I would guess Ashley has an idea on what to do.

  • I just want to chip in and say that I have the exact same problem and would love anyone to show me the way. I have tried a couple of different things and searched around the forums but so far I'm stuck

  • fixed

    THANKS! it works, however I compared our version and couldn't find out what you changed? would you mind to explain it to me?

    thanks so much, you saved my day! <3

    EDIT: Switching to "LOW quality rendering" did the trick.

  • Can i take a look at your capx ?

    Sure, here you go. I want the pink "tongue" line to render only in "full pixels" and not interpolate at angles as it does now.

  • Set resolution of project to very low, next set sampling to 'point'

    I already did this and the rest of the projects renders perfectly, but when I set a 1x1 px tiled background or sprite at an angle, it doesnt conform to the pixel structure of the game anymore.

  • Hi,

    I am making a game for the #lowrezjam - the limitations are that the game can not be large than 32 x 32 pixels and you can't use sub-pixels, there can only be hard pixel edges.

    I want to draw an animated line between two points and this line gets drawn at different angles. When I do this with Construct, it always gives me something like this:

    But I need something like this:

    What do you guys think is the best way to go about this?

    Thanks in advance,

    cheers,

    kbm

  • I would be really thankful if someone could comment on this. We can't continue working until this is solved.

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  • Hey everyone,

    we're working on implementing online multiplayer into our 2-player arena duel game.

    We have hit a wall and can't continue due to an unresolved issue:

    We're tying two physics objects together to form the player - we're doing this via the "create revolute joint" action. On the host, everything works fine. On the peer, however, Local Input Prediction seems to cause problems.

    LIP seems to override the calculations in regards to the revolute joint. If we disable LIP everything works fine on the peer but the perceived latency is unacceptable.

    We know this is a very specific issue so we would be thrilled if someone could enlighten us on this issue ( Ashley ? ).

  • Hello there, maybe someone can help me out here?

    I want the following thing:

    Step 1 : Write an object name to a string variable, e.g. "wood"

    Step 2 : Do stuff with the object (for example create, destroy, rotate, etc.) based on this string variable.

    I have a lot of different objects and want to write functions that can efficiently do the same thing to different kinds of objects, based on what is written dynamically to this string. I have - so far - not found a convenient way to do this without having to write down EVERY SINGLE case, beforehand, like this:

    If string variable = "wood", pick object wood, etc. etc.

    I hope you understand my problem. Is there some sort of plugin that can help?

    Thanks so much for helping!

    kbm

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kbm

Member since 26 Apr, 2013

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