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  • Here is another simple way to make car AI without any 3rd party plugins -

    Demo ( capx ),

    Demo2 ( capx )

    Is it possible to mod these super simple examples and add a reject method? So, you could have obstacles the car can avoid?

  • >

    > > Zebbi

    > > You should be able to use a different image per tiledbackground instance.

    > >

    > Sorry, yeah, it works for every instance of the same tile perfectly, just need to get an example made.

    >

    please, could you continue your discussion in pm as i get notification each time you post on this super old forum post.

    Okeeeeeee...

  • Angle seems to just affect how the object appears, but not the initial direction if accelerate is applied, how do I actually set the initial direction of a car behavior object in the events?

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  • Is it possible to scale pixels perfectly AND have smooth subpixel scrolling?

    If so, what's the secret? Are textures still bound to PoT sizes? Is webgl2 actually working?

  • A scale outer integer mode has been asked for before. It would be a great addition so essentialy it would scale to the next integer size outside the window instead of inside as we have it now. Nothing has come of this request though.

    I mean, I'd be happy enough if I could keep the smooth scrolling AND actually have the game upscale the pixels properly on integer mode, but it doesn't work on high quality scale mode at all, they get distorted.

  • Found some moderate success using the Crop fullscreen mode, along side Magicam to set the layout zoom on tick based on "round(WindowWidth / GameWidth)", while also keeping the player centered.

    Also, what project settings did you use?

  • I've asked a few pixel-art guys here about this, but I'll throw it to the community:

    I've been making a little game for a while and it occurred to me that some of my pixels are rectangular thanks to bad scaling.

    I've made two test versions of my game currently, one at 480x270 with letterbox scale integer, and one at 1920x1080 with Magicam at scale 3 (I understand Magicam scale is exactly the same as Scale Layout, and actually overrides scale layout).

    I have:

    • pixel rounding on
    • low-quality full screen scaling
    • Hi-DPI on
    • point sampling
    • low quality downscaling

    Now, what I'm trying to do is keep the smooth subpixel scrolling I get with the 1920x1080 layout scaled version, whereas the 480x270 version that's resized is obviously jerkier.

    I'm also thinking that eventually my phone app version with touch pad will be a LOT worse using the 480x270 version, as all of the touch detection will be really low resolution. Is this one of the benefits of using HD and scaling the layout, instead of designing absolutely everything (including touchpads) at 480x270 and scaling?

    Is it possible to have the pixel scaling (I notice most of the rectangle distortion occurring on tiled backgrounds) retain perfect squares AND have subpixel smoothness? Is this even a desirable technique to use in modern retro pixelart games? I can't say as I've noticed many retro games seem as jerky as I get with C2 with subpixel smoothing off.

    I also got a BETTER look with pixel-rounding off, but the 480x270 window using integer scaling, but it isn't as smooth (obviously) as with using High Quality scaling, but high-quality scaling doesn't keep pixels square?

  • Found some moderate success using the Crop fullscreen mode, along side Magicam to set the layout zoom on tick based on "round(WindowWidth / GameWidth)", while also keeping the player centered.

    I'm trying to figure out how to use crop instead of integer and keep my pixels square instead of some of them going into rectangles. Someone else mentioned using the scale integer divided by browser.DevicePixelRatio but this didn't work for me. I'm using Magicam also, and I want to use 1920x1080 screen size, but scale using Magicam. This way I should be able to use subpixels for smooth motion, without having pixels resized badly. DId this method work okay for you?

  • Try Construct 3

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    > Construct 3 rental: you stop paying, you cannot open your older projects for updates/changes.

    >

    How do you know that?

    What if you just can't export without a subscription?

    How many times a year do you export?

    Would you prefer to pay each time for that?

    I'm absolutely certain they've clarified that the ability to use the program ceases if and when your subscription expires.

  • That scale feature is a bit wonky. I remember using the first few times trying to use decimal numbers and nothing fit. It only works with whole numbers or you get strange results

    That may be causing problems with paralaxes if they are not in multiples of 8 bits. You might resize them to a multiple of 8 and see if that works?

    Yeah, I thought the switch to WebGL2.0 sorted out most of the non-Po2 problems?

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Zebbi

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