2DManiac's Forum Posts

  • Hello, it seems like the Anisotropic filter isn't working as intended. I tried messing with the parameters and increase the filter considerably, but the results are really rough. It's creating these sharp scanlines and I don't know if that's caused by some parameter I have in the project, or the filter itself.

    I'd noticed recently when checking out examples that they suffered with far away textures being rendered this way, but thought it could be changed through the parameters.

    So far I've gotten the best results with no anisotropic filter at all. But still not very good, as the textures are still get a nearest neighbor-like interpolation.

    Any way to fix this?

    Cheers

    Screen capture of the result I got with the filter On: imgur.com/a/Eh5yJLQ

    (Don't worry about the Age Restriction warning on the gif, I think it's a safety measure because I uploaded without an account)

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  • I had already changed the fullscreen quality to low, so that wouldn't fix it, but the pixellate filter idea is really smart move, didn't cross my mind. It worked, I just gave the pixelate value the same as the zoom value and it works perfectly. Very well thought, thanks :)

  • Hey, I'm working on a pixel art project in which I need to rotate some sprites with a layer zoomed in, but the way the engine samples the rotated sprite completely breaks the pixel art feel of the project, making it look HD, which I really don't want, as it takes away all the retro feel of the game.

    Here's a sample of what I mean.

    1 - is How it looks like right now, 2 - is how I need it to look like.

    Is there a way to fix this? It rotates fine with the layer scale at 1, but when I zoom in, it gives off this bad HD kind of look.

    Tagged:

  • Thanks for the reply!

    I have to make specific code for each object, as each one as a different functionality, so it makes it easier to reference them if they are separate objects, otherwise I'd have to give each of the instances an ID and compare their id each time I'd want to reference them which would make it more difficult for me to work with.

    I wouldn't mind sacrificing that if it had an impact on performance, but if it doesn't then I think I'll continue with separate objects.

    Thank you for the insight!

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  • Hey! I'm currently working on a piece of software and I'm creating a lot and I mean a lot of Slider Bar Objects as I have a lot of parameters to mess with. I am creating a new slider bar for each parameter as it makes it really easy for me to reference it. I was wondering however, if I used instances of a slider bar instead of an individual object for each slider, will this have an effect on the game's performance? Are 100 instances of one object faster than 100 different objects with only one instance? Or is it the same since they'd be changed individually anyway?

    Cheers!

  • Wow it worked perfectly! Thank you so much! :)

  • Thanks for the reply! Yes I took a look a it but I have no idea how to do it. How can I I feed the Recording URL to the Binary Data object?

  • Hello! I'm here to share my latest creation - SoundGen - a sound effect generator tool that can be used to make sound effects for video games.

    While working on my game I was in need of some sound effects and went to try out some of the tools available out there. However most felt really unintuitive and I felt like I weasn't able to do exactly what I wanted most of the time, which left me really frustrated. So I decided to make my own tool. It took me about a week and a half to finish it, but I managed to do it :)

    I made it available for free. You can try it out here:

    doublereachgames.itch.io/soundgen-sfxgenerator

    I hope anyone out there finds it useful.

  • I am using the Game recorder object to record sound of my project. I would like to save it using the NWjs object. How can I do this?

    I am able to download it using the browser object, but it's not optimal for a desktop app.

    Anyone can help me with this?

    Tagged:

  • Thanks for the response!

    I forgot to mention on the original post, I need to check it before it starts again. I want to disable it before a new cycle begins. So like, if I want it to repeat only once, it will stop before the second cycle.

    If it starts again, even if at 0 it will still have an undesirable effect.

    Any ideas?

  • I'm trying to check how many times the sinewave behaviour has completed a cycle but with little success.

    I've tried comparing the cycle position. Something like "if it's greater than 0.9 add 1 to Cycle counter (trigger once)" but that is no good, because if the period is small enough, it will just miss the condition because it will just go past 0.9 directly to 0.

    Is there a foolproof way to count the cycles of a sinewave that doesn't miss?

  • Hello everyone! I'm currently working on a piece of software that allows users to generate sound effects for their games. I used to use other sound effect generators out there, but none worked quite like I wanted them to work, and I could never quite do what I wanted, so I decided to make my own.

    You can test it here (still on beta): doublereachgames.itch.io/soundeffectsgenerator-beta

    Use the password: beta to have access to the tool.

    The way the software works is it starts with a simple sound and you can apply various effects to it. My original idea was to allow the user to make up to 4 sounds in one session, so they could mix them up etc. However unfortunately I ran into an unexpected problem. It seems that the effects are only being applied on the last playing sound (I am using the tags correctly), I don't know why that's happening, and was wondering if someone could give me some lights on this?

    Here's a sample of the tags being used:

    I'm using simple tags, like "0" for sound 1, "1" for sound 2 and so on.

    Unfortunately I cannot provide the project file as it would basically contain all of the code of the nearly finished software.

    Apart from that, I also encountered another problem. I am using the Game Recorder object to record the audio, but it seems that it is having some issue with the mp4a exporter, it doesn't stop the recording (the "name the file" dialog box should appear after recording). Anyone knows what the reason might be? Both .ogg and .webm seem to record fine.

    If anyone could test the software and see if they have encountered these issues, would also be apretiated.

    Any feedback would be appreciated. Cheers! :)

  • Sorry guys, I didn't notice the link was broken, fixed it