TheWyrm's Recent Forum Activity

  • Aphrodite Thanks for that information it took a long time to get there . I can confirm that changing the downscaling from medium to high, changes spritesheet size from 256x256 to 512x512 (probably only if required). That's good to know.

    So I guess in my test capx I need to also try tiling sprites that use a spritesheet. My gut instinct is this will result in the glitch I observed, as it seems like a logical explanation.

    I'll be back!

  • HI guys, I am working on my title screen for new game Paradox.

    This is what I have so far => http://www.thewyrm.com/paradox/

    It's work in progress, so lots of stuff missing. Basically what I want is a little cinematic effect when the user clicks on the play button. The monster will wake up and smash the holding tube and escape while all being viewed by the 'experimenter'. I was wondering on peoples views on how to do good smash effect on the tube? I'm aiming for bits of glass to fly into the screen. I will probably have to create a sprite animation, but wondered if there were examples of good alternatives?

    [Edited to reflect feedback as of 13/10/2013]

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  • Sigmag Thanks. I would have provided more but I couldnt narrow down the issue to provide a capx, while also not wanting to provide my full game capx. I went through your suggestion to no avail, but I did fix it briefly.

    I thought turning pixel rounding off fixed it. However, what I did was accidentally export my build to the same directory I hold the source and upload the entire folder to my server. Opps

    So I'm not sure what that suggests... perhaps it started using the original images? Therefore perhaps it's caused by using brute png compression? So I have checked my exported tile image, which is actually in a tile sheet now. This is because I use 1 frame animations to put all my differently decorated tiles of the same type into one sprite object. Then at start up I randomly choose one of the animations. Therefore dynamically decorating my scene.

    So I guess the next thing to test is playing with different compression levels and perhaps using a tile sprite with no animations and therefore not in a tilesheet. However, I have run out of time today.

    I will leave you with this though. My original questions has always really been. Should there be difference between previewing and viewing within the same browser? If so what things are different? What things are applied during the export apart from png compression and minifying?

    P.S. It's pretty cool to know that you can kind of create spritesheets by using animations this way. However, it's a shame you can't specify the spritesheet dimensions (or can you?).

  • szymek What I will say is if you make pixel art at a higher resolution and then change the scale in game you may not quite get the look you desire. You may find a bluring or not quite the right pixel distribution for the details you want to show.

    That said its always a good idea to make higher resolution art since if you change your mind about the scale at a later date or need some art for PR purposes you wont have to start from scratch.

  • Tekniko Not sure if you're capable of reading? If you were you would know that I don't know if it's a bug or if there is logical explanation. Hence, why I am asking in the general section to scope out if others have had a similar problem, before wasting Scirra bug investigation time. I don't need your kind of help since all you seem to be trying to be condescending. So I'm afraid you're are just noise.

    If you missed it the question was followed up by a question mark.

    [quote:28xy62wd]So why is the preview different from the browser?

    You have not given any kind of information if there should or shouldn't be a difference between running a game in preview in chrome against running the export in chrome.

  • It depends on your game but from a performance point of view its better to have low resolution.

  • Ok thanks. I see how it's purely about Z order. Well at least families can make managing objects that use the same effect easier. I have quoted the relevant information below for others.

    [quote:6j5sw958]The key is to make sure wherever possible objects with the same texture, opacity and blend mode appear consecutively in the Z order. A good way to do this is simply to organise everything in to layers. In the previous example, if SpriteA and SpriteB are all on the same layer, they could easily end up in mixed Z order and end up with the long batch. However if SpriteA is only ever created on Layer 1, and SpriteB is only ever created on Layer 2, then they will always be together in Z order and the renderer can keep the same texture set while rendering each layer. Of course, this may affect the display of your game, animations might mean the objects are showing different textures anyway, and the batch can still be split up by changing blend mode or opacity. So this is not always easy to achieve.

    Similarly, putting objects with the same blend mode on the same layer allows the batch to reduce the number of "set blend mode" commands. The Space Blaster example puts all objects with "additive" blend (various explosions, lasers etc.) on the same layer. This means that layer can always be rendered with a single "set blend mode", avoiding the possibility of having a batch full of commands alternating back and forth between "additive" and "normal". For the same reason, you might want to avoid giving every object a different opacity (e.g. assigning a random opacity to lots of objects).

  • OK, I can't PM you since it's disabled for you.

    I report stuff like this for the benefit of Scirra and the community. I don't have time to find the exact set of conditions that cause this problem right now, and personally don't need it fixed for what I'm doing at the moment. When I do I'll post an update.

  • Ashley If it was that easy then I would have done it in the original post, but I can't because I don't want to share my source to the public. It will take me some time to prepare an example capx, so in the meantime I will pm you with a link to my game.

  • Hi guys,

    So I noticed that you can set effects and behaviors on families. Does this have a similar effect as mention on the performance tips page in regards to putting things with the same effects on the same layers?

    [quote:2it7mfhz]3. Place objects using the same blend modes or effects on the same layer. For example, if you have a lot of objects using the Additive blend mode (commonly used for explosions, lasers and other effects), make sure all those objects are placed on their own layer. Also make sure they are created on that layer if the objects are spawned or created at runtime. Switching between effects can reduce performance, and doing this will ensures all objects using the same effect are drawn at the same time. This is described in more detail in the blog post How the Construct 2 WebGL renderer works.

    ~https://www.scirra.com/manual/134/performance-tips

  • Tekniko I don't need to upload a capx. The gaps are clear. Try using something other than a mobile phone or a very high resolution monitor to view those 64x64 pixel textures (or just zoom in)

    Also I don't need help. As I clearly stated in my follow up post I have my own game specific solution but I want to know the difference between viewing via preview and viewing the export in browser to identify if this is actually a bug. As it seems to me if there is a difference then there could be an exporting problem. Which I think is appropriate for the general section.

    Ashley bug or not? If not what is the explanation for the difference?

  • Sorry, but creating a full blown image editor in C2 is ridiculous. Like every other game engine in the world, you are expected to use dedicated third party image editing software. You may as well ask for full blown sound editing software while you are at it.

    Anyway, here is some more on HTML5 development on the xbox one http://www.develop-online.net/news/micr ... ne/0115750

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