Sisyphus's Recent Forum Activity

  • Ashley Here's another capx, no events, just two identical black sprites, without any space between them, they had two different animations A1 and A2.

    [attachment=1:1z5z6hl2][/attachment:1z5z6hl2]

    Open the capx, then export to node-webkit, open webkit project and resize the window until you see a line between the sprites or simply go fullscreen(maximize button). This offset appears on all sides of sprites, right, top, left, bottom.

    Now open the capx again, edit the black sprite, delete A2 animation, export to node-webkit again, open webkit project, resize the window or go fullscreen(maximize button) and now there is absolutely no spaces between sprites, because sprite picture is now exported as a single black picture, not a spritesheet.

    And another capx, that i guess explains the problem, the picture's edges becomes blurry in spritesheet? Here's 2 objects, Ground(Exports to spritesheet) and Ground2(Exports as single picture).

    [attachment=0:1z5z6hl2][/attachment:1z5z6hl2]

    Preview it in editor, and see that 2 sprites are okay, now export to node-webkit(or anywhere else) and open the exe, look at the left sprite(Ground). The spritesheet reduces the edges quality, that's where this offset is coming from.

  • Link - did you read that manual? It's strange that you have an error of architecture that you removed from project.

    Edit: Oh, if you did the steps from the manual, i heard that with latest xcode the support of arm64 is necessary, i'm not sure of this but maybe. If that's true, i don't know what to do then.

  • You said it happens on all exporters, so I tried node-webkit, and I can't see a problem there. Can you post screenshots and demonstrate precisely what you mean by "connect the blocks" so I can make sure I'm doing what you're doing?

    Try export to mobile, crosswalk or cocoonjs, but it happens even on node-webkit see screenshot lower, just drag one block over another, make sure that they overlapping, then drop, the dropped one should appear over the lower block, in preview theres no space between them, after export to cocoonjs or crosswalk or webkit i can see the white line between them.

    You can see that problem even in cocoonjs launcher, if you export the project and then open the .zip in launcher.

    So, the blocks in preview, no export.

    [attachment=2:27k49kkn][/attachment:27k49kkn]

    After export. White line between blocks.

    [attachment=1:27k49kkn][/attachment:27k49kkn]

    And i found why you didn't get this on your side, i guess your node-webkit window was to small to saw that small line, it's not even 1px it's about 0.5 pixels. Here's the screenshot from my node webkit export, i resized the window a little.

    [attachment=0:27k49kkn][/attachment:27k49kkn]

  • I think this is a documented limitation of computers imprecisions in the cases of spritesheets, the normal way is to have 1 px transparency around the sprites, but for your particular issue, I do not know if it will work

    The low quality setting may help but I cannot guarantee it.

    Could be wrong but exporting as jpg may prevent spritesheeting

    You mean fullscreen quality or downscalling quality? Both don't help.

    I can't export pictures as jpeg because it's a puzzle game, puzzle sprites has transparency, jpg does not support transparency.

    I know how spritesheet works, it's okay that it stores pictures in a single file with a little offset, but this doesn't mean that this offset is needed in games, everything that's needed is just a little fix for a spritesheet's area of visibility in game.

  • To be absolutely sure, that this problem is caused by spritesheeting, if you open the attached capx, and edit the black block, you find that it has 2 different sized animations, A1 and A2, If you delete A2 and then export the project, you find that this object is not exported as spritesheet, c2 exports the perfectly cropped black picture, compile it and see a magic - No offset at all, figures are stacked together pixel perfectly and 2 black blocks are making a giant block, that's what i need.

    I know that theres a workaround for that, just create different objects, not different animations in one, but i had so many other projects, that can not work without spritesheets, and this offset ruins them too.

  • Problem Description

    Here we go, i have a game where player must connect objects together, like puzzle, the puzzles are made as one object with different animations, they are different size, and the objects must connect between each other pixel perfectly to make a picture, and the player must never see that this picture is cutted into a pieces. I've done it well in code, you can see it in my capx example, the blocks connected well and 2 black blocks become like one giant block if they are connected.

    It's okay in preview (even if previewing with cocoonjs launcher or chrome mobile), but the problem begins after export (I tried them all, cocoonjs, html5, crosswalk), the white line appears between two blocks, this ruins all the picture, i tried everything, exporting with none, standart and brute recompression, checking my code, pixel rounding, but nothing changes, white line still appears between blocks, so i guess the problem is in spritesheeting, it chooses the images ingame with some kind of 1 pixel offset.

    Attach a Capx

    [attachment=0:2yetw3r8][/attachment:2yetw3r8]

    Description of Capx

    2 black blocks on white background, drag one on another and on drop one is placed perfectly over another.

    Steps to Reproduce Bug

    • Step 1: Open the capx, preview it on mobile or anywhere else, connect the blocks, see no white lines.
    • Step 2: Export to cocoonjs or crosswalk.
    • Step 3: Open on mobile and connect the block, see a white line between them.

    Observed Result

    1 pixel offset between blocks.

    Expected Result

    No offset.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 7, 8 64 bit

    Construct 2 Version ID

    r178

  • What export option you used?

  • If you need ads for crosswalk, search the plugins section here on the forum, a lot of them, free ones and paid ones, i heard about some crosswalk plugins on github.

  • Sisyphus can you be please a little more specific? Thanks

    Well i try. You can make the movements manually, without behavior, only events, something like: on key pressed, player - move at angle. Or maybe, if you need only up and down become faster you can still use behavior but add a condition like on button(that moves player up or down) pressed then set 8 direction speed to 900(or how much you need). Then add event that if that key is not pressed then set player speed to default.Or maybe you can just speed up the player if he goes up and down, just add event that if button(that moves player up or down) pressed, player move at angle(angle that you need) with 2 pixels distance lets say, this will make up and down movements a bit faster.

  • You need to move the character other way. Maybe move at angle, or with another behavior.

  • You got to read the manual properly to know how to detect clicks and other things.

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  • No way, theres no option like that in c2.

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Sisyphus

Member since 16 Jan, 2014

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