Roccinio's Recent Forum Activity

  • pixel rounding not only does not fix the problem ,but it causes shutter in movement as well!

  • i just posted this,

  • Thndr

    thank you for your tips!

    when i am previewing in chrome everything is perfect.i had to go from the tilemap feature in c2 to the old fashioned way of one sprite with the rest of the tilemaps as animation frames to achieve this.

    and after a couple of months of only previewing when i exported it with node for the first time i saw the hated seams again!ohh the irony! :p

    everything is designed to be 128x128.

    i cannot use pixel rounding due to the fact that i use spriter for my animations and spriter tweens sub-pixel.

    if i set it to on the animations become jerky.

    LQ Render: i will try it when i get home but i do not know how it will affect the image quality since everything is made for 1080p.

    what do you mean to re-size by integer?(i do not use "point" since most Png's losses a lot of picture clarity)

    if my tiles are 128x128 you suggest to make them smaller within the c2 image editor? like 127x127?

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  • Does anyone know why when my game runs on chrome has zero seams and when i export it through node webkit literally every tile has a seam?

    doesn't node use chrome ?

    Any information would be greatly appreciated.

  • just create a global variable "score" and store there the score of the game.

    then create another one that when you finish the game you give it a number. (gb "finished_game "=1)

    then on your event sheet say

    "score"=50 ----- ---------------------go to layout "new"

    "finished_game"=1

  • you need to add the keyboard or gamepad or whatever to your project.

    on empty space double click and from the menu that will appear double click again on the keyboard icon.

    wait 5 sec and then it will be available to your project

  • i am not quite sure i understand what you want but i will give it a try.

    either

    'button' is in touch

    trigger once.......................... play spriter animation.

    or add a boolean instance variable to the button named 'punching'

    button is touched

    button 'is not punching'............ play spriter animation and set 'punching' to true

    on spriter animation 'punching' finished ........ set 'punching' to false

  • install in your project the browser plugin and then add an action that requests fullscreen on start of layout

  • no it uses cpu and gpu only when they render from my understanding.

    what i said above is that imagine 10 instances of your enemy all going left and right with your cellphone trying to animate 200 png's per second for each!

    so although when they don't animate you don't use processing power you will face another problem with many different png's.

    because mobiles at the moment load all assets from all your layouts at startup the cellphone does not have enough ram and it either crashes or it exits.

    there is yet no layout by layout loading.

    so the more png's the more stress you put on your cellphone when the game starts for the first time.

  • Maybe install directx 9 on your system.i had the same problem before installing it.For some reason node webkit is dependent of dx9

  • the more frames the more png's so the more stress for your gpu to render them every tick.

    So yes depending on what platform you are aiming at might have a very big impact in performance especially if you have many instances animating 200 png's each.

    now if you have an i7 it wont make any difference but try this at mobile and you will see what i mean

  • +1

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Roccinio

Member since 3 Oct, 2013

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