Excellent idea! It's like doctors being forced to be patients in their own hospitals for an extended period. Cheers to whoever came up with this concept, it can only produce great things! Looking forward to watching this!
wow your game looks so great, where can I find out more about it!?
THIS is GREAT!! thanks!
I make a lot of pixel art games and I never use the pixel art template as there's more to change in that than in a standard landscape view template. I just changed the sampling to Nearest and I'm done. The only other 'tweak' is layout size and some default values of things are usually a lot larger (i.e. standard sprite's initial size is 250x250px)
using Letterbox Scale, upsizes the game nicely and while some of it isn't "exact", it gets the job done. as long as your pixel art resolution is reasonably large, a double line here or there won't do much harm in the overall look. The main dilemma: Standard monitors are 16:9, you cant always divide that evenly depending on your art resolution and how big/small you want your objects to be on the screen (or drawn at).
for pixel art games depending on your game's resolution (usually a higher resolution like 854x480) you wouldn't do quality:low, pixel rounding and letterbox scale int.
1) no one wants to play a windowed game that isn't borderless, otherwise run the risk of making it look like a cheap flash game
2) low quality does not work well if you do any sort of sprite resizing, it attempts to redraw the sprite. Not to say that stylistically you can't make it work, but just note that resizing sprite fonts can make them illegible.
3)pixel rounding only works if you are using Scale integer. and I believe if you use any x/ys that are not whole numbers things get wonky. although I don't really remember the main issue, I tried it a while back and everything got skewed so I made sure to use without.
will the debugger improvements be in for the next stable? I am most excited for that!
I didn't read any of what Ashley said as patronizing.
You can do in C3 anything you can do in Animate except export video, which is the hook for it being valuable for some people - mostly likely non-Construct users.
thanks yeah I got someone to do it for me. also "Spritefont2" is case sensitive.
I no longer have my copy of C2 :(
omg debugger SEARCH.... was that last teapot I used a genie that granted wishes?
me neither
amazing update! extremely helpful...
good to have a tutorial, but this video also really helps... youtu.be/D1ZF6pnsFeA
Would love to see more tutorials on how to do Steam Workshop (Greenworks.js or Greengrinds)
I see, so some tasks that can only be done on the main thread can be done in parallel with worker. It's not a burning question but the only follow-up I would have are what exactly are those tasks and do they apply to me specifically? I don't do anything with SVGs, preview and debugger are N/A. The reason I am asking all this is I am looking into doing some scripting for Greenworks.js specifically (allowing player to use Steam Workshop) that I think will disqualify me from using Worker. So I want to know exactly what I am giving up. Maybe its a non-issue to not run Worker for a game in NWjs that doesn't use "specific" things that would benefit from running in parallel?
Member since 27 Jul, 2013