Jase00's Forum Posts

  • I visit the forums daily! I usually mainly check out "Construct 2 General" and "Open Topic" daily, but I browse the other sections randomly. I've had lots of different threads I've wanted to post, but it's usually a small question that really doesn't feel like it needs its own thread. I occasionally post but only when I truly feel that my post will be of high value, so it's not often.

  • Must...win...flying monkey....

  • Alon , I can see myself using a "Screenshot entire layout" feature, would be useful for making things like generating Minimaps but yeah, I guess we'll have to make do for the time being!

    All hail Snipping Tool.

  • shinkan

    I've always seen that program and never thought to click it, and man am I glad you told me! Very useful, thanks!

  • Hey there Alon !

    A lot of suggestions appear on these forums, and I feel this suggestion is a bit niche and won't get much attention, but I think I can help you out!

    If you have the software Fraps, you can Record/Screenshot the Layout Editor. However, this does not work for the Event Sheet Editor

    And I actually have a tab open with the software that Kyatric mentioned (I've been to the same thread he's talking about

    Hope I was of slight use!

  • I've turned my head away from mobile development for now with C2.

    I started a brand new project to enter into the Tizen competition. It was a low-graphic platformer game split into somewhat small layouts with physics. I'm very confident with optimizing events and know which events would be more detrimental to performance and to order events and everything, but when I got round to discovering the Tizen emulators, I tested it out and found the FPS was at 10-15fps. I designed the game in mind to be low-quality and not have much media (not many sprites, ect) but I got a low FPS on a device that supports native HTML5. I think it may have been to do with the Physics objects so take what I've said with a grain of salt, but I'd only have less than 50 physics objects, not all would be active at once either. But yes, I never intended to do mobile games anyway, but after making a super simple game that didn't even look too pretty wasn't performing well on mobile, I've given up for mobile.

    However, Node-webkit is a godsend and this is what I primarily wanted to use C2 for in the first place! Whilst I'm aware people are asking for native mobile compilers, I think I speak for everyone when I say that Node-Webkit is literally perfect (aside from when Chromium ends up updating with really stupid things ¬.¬ ) and if C2 was to make Native exporters, then Win/Mac/Linux wouldn't need to have one (Unless ofcourse there was a massive performance boost somehow ).

    I've begun making a more detailed game with lots of WebGL effects and more physics objects and lots of customisable equipment for multiple characters that can be onscreen at the same time, and the game would run at 60fps on an old dual core with intergrated graphics (AS LONG AS THE GAME IS DESIGNED CORRECTLY, certain options need to be done, including setting the "Fullscreen Scaling" property in the project's settings to "Low Quality" and changing the canvas size + zoom in/out depending on if the player has chosen to have "Low Graphics" mode in the options menu. Without doing these extra things, the framerate would be 25fps or less. )

    But again, old laptops are getting playable speeds on a pretty, sprite-littered, WebGL-ridden game. C2 is phenomenally brilliant for Desktop games!

    The only bad thing about Desktop that I can think of at this moment, is the files that contain your exported game are far too easy to extract and I feel it needs at least some form of low-level encryption. I totally get that if someone wanted to extract protected files from a game, they'd find a way, therefore this doesn't really affect me, but I could see this becoming a problem in the future, allowing people to blatantly and easily spoil the game or spoil in-game secrets, especially since the filenames are named after the Sprites name in the editor (iirc).

    I'd see myself turning back to mobile if I see others are really happy with whatever exporter (XDK looks hopeful!)

  • Wow, thank you so much Animmaniac ! This is extremely helpful and has helped me understand a bit more about writing shaders

    I didn't expect that the effect is applied BEFORE rotations (as in, apply this shader, then change the sprite's angle, the shader rotates too, which is what I wanted ) , so that's awesome!

    There's only 1 problem with the shader (which I'm struggling to understand why it's happening), and that is that it's not affecting certain colours correctly (Black would crop correctly, white is still visible). I reckon I've probably mucked up with the brackets somehow in the entirety of the shader or something.

    Here's a copypasta of the entire shader code, just incase I've mucked up something simple:

    // Pixel shader input structure
    varying mediump vec2 vTex;
    uniform lowp sampler2D samplerFront;
    uniform mediump float pixelWidth;
    uniform mediump float pixelHeight;
    uniform mediump float fL;
    uniform mediump float fR;
    uniform mediump float fT;
    uniform mediump float fB;
    uniform mediump float fA;
    
    void main(void)
    {
    lowp vec4 front = texture2D(samplerFront, vTex);
    
    if( vTex.x<fL || vTex.x>1.0-fR || vTex.y<fT || vTex.y>1.0-fB )
    { front.a *= fA; }
    
    gl_FragColor = front;
    }
    [/code:hec086l3]
    
    And here is a screenshot of the problem.
    [img="https://dl.dropboxusercontent.com/u/7765312/C2/Croppy/croppypy.png"]
    
    I'll poke around with it but I'm not sure if it's not an obvious fix
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  • AnD4D , With Arima's .capx, the collision check is getting called every 1 second, so I think the "Put collisions at top" thing wouldn't apply there as it's doing a collision check for 1 tick every second (whilst if you wanted to constantly detect whether something is overlapping or not, then collision cells would lessen the load for having 60 collision checks per tick)

  • digitalsoapbox , thanks! I haven't checked that out actually, I will give it a look! Though I still hope to figure out my situation, would be handy to gain some knowledge on Shader writing as well as this would directly fit what I need in my project at the moment

    Pode , Hey thanks for checking it out! But,...well, it's broken haha. I uploaded it fully knowing it's not working as expected, but it's an attempt nonetheless. If you enter any value into any of the parameters, it will not crop at all, it will just set the transparency to whatever Alpha value is set.

    If you set "Left" to 0, the sprite will just look normal.

    Set "Left" to 1 and the entire sprite will go to whatever Alpha is specified.

    Set "Left" to 0.09, and the outer edge of the sprite will turn into the Alpha specified.

    So in conclusion, it's broken...

    I figured doing the angle version of this shader would require Trig, and I think I know the math to do it, I just don't understand at all how to implement it in shader language at all I figured if I could get this "Left Right Top Bottom" version figured out, I would have a better chance at the Angle version.

    Thanks for response! I appreciate it greatly!

  • Bumpity bump.

    Any sort of advice would be greatly appreciated! I have read the documentation supplied from Scirra but I'm having a hard time for something that sort of looks like it'd be extremely easy to figure out if one had prior knowledge about shader writing.

  • This plugin is awesome!

    I had one little problem with it but it was my own fault for not trying the ultimate solution earlier, but I was trying to paste an object that had it's collisions disabled, and I spent hours working on the events in many different ways, and made a separate project to test the Paster thinking it wasn't working for me (worked fine on the other project of course), but yes, collisions disabled caught me by surprise. No biggie at all though, didn't matter if they were disabled or not in my case!

    Using this plugin, I've managed to improve performance x10! I have a cloud generator that makes a few blurred circles in a little area per cloud, so I would have around 120 Cloud sprites, each individually scrolling sideways in the background, which killed performance a bit when it's alongside the rest of the game, but now this plugin groups it all together and only has to scroll 20 Pasters.

    Much appreciated r0j0!

  • The results have been announced!

    https://developer.tizen.org/contests/ti ... -challenge

  • I think I know what you're after. You want it like "Hold click onto the button to keep the LBumper and RBumper up, then letting go would reset their angle"? If so, here's an explaination.

    Your click events are triggers ("On Click"), this means that those events will run only once, then it gets to Event 3, which resets the angles back to 0.

    Try changing Events 1 and 2 from "On left click" to two conditions: "Left click is down" and "Is mouse overlapping spr_LBumperCont". Then remove the "Every 0.25" condition, then move Event 3 above Event 1, so that the order will be correct (It will read if it should reset the Bumpers' angles, THEN it will detect if it is being clicked, and if it is, then reset the angles)

    Hope I've understood you and have been of help! Welcome to the community!

  • It's likely as long as the device has WebRTC support, which I believe Chrome for Android does have

  • This is hard to analyse, like for instance, why is there a b1 and b2 pot, what's the difference? Maybe if you upload a capx, we could help more!

    But from what I can gather. When you reposition the plant pot back up to the window, you're making it invisible, which hides the fact that you're plant pot is naturally falling because of the physics behaviour. So when the "Falling" events are triggered, it's not what you expected.

    We could definitely help more with a .capx!