digitalsoapbox's Recent Forum Activity

  • Colludium Chances are the Chromium team found a hacky way around the driver issue. It's also not a global issue, and seems to affect specific hardware configurations, and sometimes only affects wireless/wired, not both. Speaking of flagship, controllers don't work wired OR wirelessly on my SP4 at all without rolling back to years-old drivers, and only then after manually deleting the current drivers from the driver directory and installing drivers that could only be downloaded from an out of date site through IE11, so I think it's safe to say it could've used more testing on Microsoft's end. As it stands, I have XB360 gamepads identifying as 3 controllers at once, and XB1 identifying as 3 when wireless, 4 when wired.

  • If you've installed Win 10 Anniversary Edition, try manually uninstalling ALL of your gamepad drivers, and re-installing older versions (2009 for XB360, 2014 for XB1). The Anniversary update completely broke controller support in Windows 10 and Microsoft has yet to fix it. This issue also affects Unity/Steam/Unreal/etc. games.

  • Dust off your brim, polish your spurs and get ready: Sombrero hits on October 27th!

    Press release:

    http://www.gamasutra.com/view/pressreleases/282741/High_Noon_Approaches__Spaghetti_Western_Party_GameSombrero_Coming_October_27th.php

    Teaser:

    Animated:

  • I'm trying to figure a good way to design my levels. I was considering using lots of tilemaps, that don't fill the entire layout, and overlay each other.

    It seems like pasting all these to a paster object at beginning (then deleting the tilemaps) would improve performance, since the paster only requires one draw versus the many tilemaps with numerous draw calls.

    Is my thinking correct, in that using a single paster object would benefit rendering in this case?

    edit: also, does it render the whole paster object even if it only shows a portion on screen? Perhaps it wouldn't help performance?

    edit: "GPUs are also well-designed enough to only process the on-screen parts of an object that appears partially off-screen. So literally nothing outside the window area is ever rendered by the GPU."

    So I guess it only renders what is visible.

    If you have a lot of overlapping tilemaps, Paster is the way to go. Tilemaps in C2 are very slow and not all that optimized (compared to other implementations).

  • Problem Description

    Shadow light-generated shadows glitch and move, cast shadow towards light instead of away, when interacting with Tilemaps.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/142 ... wleak.capx

    Description of Capx

    Illustrates issues with Shadow Light cast shadows - position shifting and incorrect shadow casting.

    Steps to Reproduce Bug

    Use the arrow keys to move the platform object to the right towards the Shadow Light object.

    Observed Result

    The cast shadows will move & shift. In some areas it also seems to be casting a shadow towards the Shadow Light. The Shadow Light is not close to any objects and has a Radius of 0. The tilemap has a higher height (100) than the light (10). The issue also occurs with lights that have a radius higher than 0, or with the light set at a height above the tilemap height.

    Expected Result

    Shadows not to move, no "leaks" in cast shadows, shadows not cast towards light source.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)
    • Edge: (YES)

    Operating System and Service Pack

    Win 10 x64 Anniversary

    Construct 2 Version ID

    r233, r234, r235, r236

  • Under Layer properties , have you changed the scale rate from 100 or parallax from 100,100 ?

    Yep. Scale Rate & Parallax set to 0.

    EDIT:

    Ashley

    I was expecting to be able to manually scale a layer when I scale a layout, even if the Scale Rate is set to 0, or at least scale a layer through events even if the Scale Rate is set to 0. Is there any way to get this to happen? According to the manual, LayerScale is separate from LayoutScale, so I figured I'd be able to manipulate them separately - is that not the case? I notice for the actions to set layer scale it says it takes scale rate into effect, which may not always be the desired outcome.

    In short, I guess I'm looking for a way to scale layers while ignoring the layer's Scale Rate. Seems like it'd be a very useful feature and would simplify a whole lot of GUI stuff when changing layout scale or canvas res. Something that, if scale rate/parallax are set to 0, I can still manually set the layer scale.

  • Is there an easy way to scale a layer that has its layer scale set to 0?

    For example, I'm changing the canvas size & layout scale to handle different resolutions in a window for performance reasons. This value is set at runtime, so it needs to be able to change. If all layers in a layout have scale rate set to 100, things behave as expected.

    I can understand why scaling the full layout may confuse the layer a little bit as to what to do since its scale rate is set to 0, but if I'm manually scaling a layer, I'm kind of expecting it to scale. However, I don't seem to be able to alter the size of layers using either layout scale or layer scale if the scale rate is set to 0. I'd think that if I were setting the scale manually, it wouldn't matter what the scale rate is set to, but before I report it as any kind of issue I'd be curious if to hear if anyone has run into this issue and found a good way to solve it (or maybe I'm doing something wrong).

    Any insight would be appreciated. Thanks!

    cc Ashley

    Hey everyone!

    So, I've succefully integrated Greenworks (or at least, I believe so) - the game launches through Steam, and the pop-up prompting to use alt+tab to use the steam overlay displays on the bottom right just fine. So far, so good... except that's about it.

    Using test commands, I'm trying to unlock achievements, but this doesn't seem to work, or at least, it has no visible effect, nor does using shift+tab to display the overlay. Is this a known issue? Any ideas what to do? I'm at a loss, so any help will be GREATLY appreciated!

    Thanks a lot in advance

    You might want to check out the Steam4C2 plugins in the Scirra store, which contain the features you're looking for (and more).

  • digitalsoapbox

    The effect seems to break a bit when an object has its transparency manipulated - is it rendering the alpha properly? When applied to a layer, the edges of objects (sprites, Paster objects, etc.) show up, even though they're either 1) fully transparent or 2) solid black with their blend mode set to additive, which should render as transparent.

    1, Can you post an 'picture or image' of the problem?

    2, Are you using the effect on a Sprite or on a Layer?

    Sorry for late reply.

    No worries! I'm using it on a layer. I'll put together a little demo so you can see.

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  • Photon Scirra SDK updated: https://www.photonengine.com/Download/P ... -0-0-5.zip

    Please select region again in regions list or app will fail to connect to Photon server (regions codes are in lowercase since this update)

    FIXED: client did not disconnect from game server after Leave operation (and was disconnected by server after 10 sec. if reconnected within this time)

    FIXED: custom and well-known properties retrieval from properties update event (number instead of bool in IsOpen and IsVisible options issue)

    FIXED: options objects literals keys replaced with strings to avoid replacement during export to HTML5 (e.g. join createIfNotExist option did not work in HTML5 export)

    ADDED: 'MasterActorNr' expression

    ADDED: usw, sa, cae regions to dropdown menu

    CHANGED: (BREAKING) existing regions in dropdown menu lowercased (reset menu selection in ui after update)

    This is so awesome. Thanks!

  • Ashley

    Friends list, Achievements, Leaderboards. I've seen a few people asking for Multiplayer but Photon already works fine on XB1 with C2 and the built-in multiplayer doesn't work at all because of no real support for WebRTC on the platform currently, so I'd prefer to see a concentration on more platform-specific features.

  • Hoping for fix on this also. There are some workarounds (), but it would be great to get native multiplayer and platform behavior work nicely together.

    Try adding local variables to track player input instead of applying the player input directly to the player objects.

    For example:

    If pressing left > platform move left

    instead try:

    if pressing left > set Player localvar to -1

    if pressing right > set Player localvar to 1

    if not pressing left & not pressing right > set Player localvar to 0

    if Player localvar = -1 > platform move left

    if Player localvar = 1 > platform move right

    It's more steps, but it's also a LOT less data to send for online multiplayer, since you're just checking on/off state when they occur instead of continuously.

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digitalsoapbox

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