Xionor's Recent Forum Activity

  • RecGames

    Talk about blast from the past!

    Thank you so much for that! ^^

    Will definitely try it out.

  • I just don't like the idea of being dependent on a third party solution.

    Construct 2 itself is a third-party solution to programming games.

    If you want to avoid those, you should code it yourself in native language.

    Perhaps you could reconsider to offer out-of-the-box support for both iOs and Android. Ludei has proved to be quite troublesome for me so far, and for a while there jeopardized our project.

    It will probably be years before out-of-the-box support for anything is added. Like I mentioned, making the game yourself in native language will provide all the solutions you're looking for.

  • You have to show us a Capx or AT LEAST a screenshot.

    It could be low image resolution?

    Weird browser behavior(try another one)?

    Try to set Letterbox Scale as fullscreen method rather than letterbox Interger scale?

    Compare Point vs Linear filtering?

    There's quite many things that can be the reason.

  • eli0s

    I believe i have found the source of the problem.

    https://www.dropbox.com/s/vmlof90yrc5sk3b/AdjustHLS.png

    It looks like my Chrome 28 applies color based on Hue value. It makes the images Grayscale perhaps, and then applies color based on the Hue Rotation in Construct.

    That's becuase if I set the Hue of the Green sprite to 57 it also becomes Blue.

    If I give the red image also 57 Hue Rotation, it in turn become blue as well : )

  • This is what I get in Chrome 28.

    https://www.dropbox.com/s/vmlof90yrc5sk3b/AdjustHLS.png

  • Testing on a cheap work PC with an Intel HD integrated graphics.

    I opened the HTML link.

    In Firefox and Chrome I see the blue texture, with a single orange line in the middle.

  • The first step to getting any help is turning off your Caps Lock.

  • I use Chrome 28 and I get different hues from what you see in your chrome : )

    Also Node Webkit is basically Chromium, so they should reproduce the same results.

    It seems each browser handles it's WebGL differently. My only advice to you is that you adjust your HSL values depending on browser type/version. You can detect different version with the Browser object.

  • Do these sprites have the "Solid" behaviour?

    The manual says

    "Is by wall

    Test if a solid blocking horizontal movement is immediately to the object's left or right. Jump-thrus do not count as walls."

    As an alternative solution to that, you can give all the sprites the Jump-thru behavior.

  • You would have to look into the browser object

    The following expression could be used to identify browser version:

    Name

    Get the name the browser reports for itself. This may be inaccurate for backwards compatibility reasons, e.g. Google Chrome reports its name as Netscape.

    Product

    Get the product the browser reports for itself. This may be inaccurate for backwards compatibility reasons, e.g. Google Chrome reports its product as Gecko.

    UserAgent

    Return the full user agent string for the browser, e.g. Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/535.7 (KHTML, like Gecko) Chrome/16.0.912.63.

    As the manual implies, they can be inaccurate at times, but it's your only way.

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  • Many full-time game companies are afraid to put Gamepad/Joystick controls because of how tricky/buggy it is.

    You shouldn't be aiming for gamepad/joystick support on multiple web browsers, especially not for what i imagine is a hobby project. It's pretty much mission impossible, and it will almost always bug for some people.

  • You're setting the animation to "Pulse" on like 12 objects at once, 60 times a second.

    That's probably why it's lagging.

    Try putting "Trigger only once" below the Condition.

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Xionor

Member since 16 May, 2013

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