alastair's Forum Posts

  • Single/static images: use power-of-two size. Unless you change the setting "downscaling quality" to "high" which forces all exported images to be padded to a power-of-two size.

    Sprites with 2 or more frames: any size. Because they'll get turned into a power of 2 sheet.

    Tiled backgrounds: power-of-two size.

    Unfortunately we have to wait until WebGL 2.0 comes out before this silly power of 2 limitation is removed, however that may happen sometime this year.

    Source:

    Is the nwjs team even aware of the problem yet?

    Thanks for posting the issue again, it'll be good to keep track of the progress!

    fqbx31cv

  • Thanks R0J0hound and oosyrag, much appreciated!

    Here's a .capx of what R0J0hound did, I tried your code but your max/min thing is a bit weird to me since it seems to make the Amount value snap instantly to 0 and 1? However when I use clamp it works fine.

    Yeah oosyrag, that's a good idea! Since I know that sin and cos are like that, I tried using cosine for the scrolling amount and while it isn't perfect it seems to work pretty well, thanks!

    edit: didn't notice your edit, your zoom is very straight! That works well, thanks.

  • Goal: I want to smoothly zoom in/out WHILE scrolling to a point point, WITHOUT it feeling wonky or swingy.

    What math formula can I use to achieve this?

    Problem: It feels like the camera is doing a curving swing rather than a straight zoom. I'm currently only using a basic Lerp formula for this.

    Capx, showing my attempt using Lerp:

    Visual illustration of how I would ideally like it to work, if I was good at maths:

    The thick red lines representing the final and starting zoom sizes.

    I'm hoping the next beta update will have an updated working one

  • Only during preview.

    I haven't found that to be true. Maybe I've been doing something incorrect somewhere? If that's actually suppose to be a feature, then I suppose I'll submit it as a bug report.

    Example (capx):

    As you can see, the power-of-two sized sprites move/look smoother and with less pixel jitter. Without being that square size, it seems as if it's doing "point" sampling rather than "linear"!

    Anyway, I hope WebGL 2 won't take too many years, so we can get this one improvement!

  • Yeah it's a shame it's inefficient, but non-power-of-two sprites aren't smooth or render as well as power-of-two when scaled/zoomed out. Sometimes quality matters!

  • Do you reckon WebGL 2 will come out by the end of this year or so?

    I can't wait to not have to make every sprite power-of-two sized!

  • I agree with that. Steamspy is fairly accurate for me. My old Angvik game has sold about 37,000 units but steamspy says around 41k. Not sure how much money I've made, though its less than the units sold since I tend to sell it cheaply.

  • 100+ mb is a non-issue for most people, especially if it's for a game that's taken a lot of effort to make.

    Heres what I do from windows for the Mac build:

    - rename the game.app file to nw.app - dont know if this is required, but i do it anyway.

    - put steam_appid.txt file with the steam app id as the only contents into the folder with the nw.app

    - Double click nw.app - should act as a folder. Navigate to: Contents/Resources/app.nw - this is essentially the same thing as the zip folder on the windows side of things.

    - Copy the libsteam_api.dylib from the "osx32" folder of the "sdk/redistributable_bin" from the steam SDK into this folder.

    - done! upload to steam as per usual.

    Do you do that ContentPrep thing on the Mac before uploading it?

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    It looks like it won't be coming for a while, oh well!

    Do you reckon they'll release the new Greenworks this month? I'm wondering when I'll be able to release my game.