Sisyphus's Recent Forum Activity

  • My games looks okay on both platforms. It will be a lot easier to help you if you post a screenshot here, or just give more info.

  • Only microphone works ok on mobile, other things work ugly or don't work at all.

  • Sisyphus, it isn't for a mobile device

    No matter, there's no such function in c2, maybe search plugins section, but i'm not sure that something like that exists.

  • As far as i know, on android, for record the screen the device must be rooted, and i don't know how to do it on ios.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm not sure if that's possible.

  • Forget it, i found a workaround.

  • The other solution is to overlap by 1px instead of placing exactly adjacent. I'd point out you'd have this same problem in any engine that implements spritesheeting.

    Maybe there's a way to avoid the spritesheet of current object? The 1px displacement is not gonna work because i have a physics game where you got to build the level, and even if the sprites lost 1px on edge, the collision poly remains the same, and the displacement will make something like this (red lines is the collision polygon). This will make the level unplayable.

    [attachment=0:33pd4r5z][/attachment:33pd4r5z]

    I tried to make my puzzle-like level parts bigger (2000x2000) so they don't export to spritesheet, and then after export crop the images and compile the project, but this is not working, because that was a stupid idea i guess

  • Closing as not a bug, this is just a re-hash of the "adjacent objects not seamless due to floating point rendering" gotcha that lots of people run in to.

    For adjacent objects to be exactly seamless, you must use letterbox integer scale, point sampling, and pixel rounding. Any other settings are liable to show seams between objects due to floating-point positioning or scaling.

    Spritesheeting changes the way object edges blend: normally they clamp to the object edge color, but on a spritesheet they are surrounded by transparency so fractional positions can slightly blend with transparency. This is a normal result in computer graphics, and the tilemap object is similarly affected.

    I just dissapointed in the result like this, i had one thing in preview and another in result, i had other projects with physics and hd art, and this seams between objects is killing all the picture, and letterbox+point sampling+pixel rounding will make my projects look even uglier than with seams. Maybe there's something else that i can do to make this things to go away?

  • System > Trigger once while true. This is what you want i guess.

  • No problem, glad that 64bit architectures is not necessary now.

  • It's from your stackoverflow link.

    [quote:32f29lb7]It has been fixed. "Yes, there was a fix recently applied to the server. Everyone should be able to submit 32-bit apps again." - by TimT in the same thread. I tried again and everything is fine now.

    I guess it's okay now.

  • yeahhh I tried this method already, still the same.. =/

    Damn, this means that arm64 support is necessary now, but cocoonjs still not supporting it, i don't know, maybe try older xcode?

Sisyphus's avatar

Sisyphus

Member since 16 Jan, 2014

None one is following Sisyphus yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies