KaMiZoTo's Forum Posts

  • Hello,

    In the menu options of my game, you can switch between the High fullscreen quality mode and the Low one.

    (For info, the game resolution is 640,360)

    With Pixel Rounding OFF :

    -High Quality : smooth movements for the objects and the camera.

    -Low Quality : smooth movements BUT a lot of objects visually 'shake' when the camera moves. It's ugly.

    With Pixel Rounding ON :

    -High Quality : Jerky movements of the camera and objects with small moves. (you clearly feel the pixel 'snap')

    -Low Quality : same 'snapping' feeling BUT no more 'shakes'.

    So I would love to be able to set, with an 'action', Pixel Rounding to OFF for the high quality mode (smooth moves) and to ON for the low quality mode (no shakes).

    Unless there's downsides...

  • Nice idea. Done!

  • +1 I've just realize that yesterday, trying to do a scale animation of a menu, which as a lot of pinned objs on it.

  • UberLou Thank you for that tips. I will try that if I have issues with the shader.

  • Somebody Hey nice! That's what I'm seeking.

    It works pretty well!

    I'm wondering if there's a way to add the same sort of parameters as the C2 shake has (duration/Constant or Reducing). May be there's simple action formulas to do that. (that's not my cup of tea to be honest )

    And yes, the result is not the same in low quality. It visually doubles the shift. Perhaps you can divide by 2 the X and Y shift parameter if you detect low quality (but I don't know if you can do that in fact!). We still can create an event to do that easely.

    I don't know about the performance. My computer is quite powerful so we should test that on low spec machines.

    Anyway this is promising!

    PS: If you have a shader on a layer 'MyShaders' and you want it to be applied to all below layers, there's a trick. Add on your layer 'MyShaders' a mask shader like for example the 'Noise mask'. Put it on top and set to 0. TAADDAAAAAA !

  • I don't know how to compensate the variation of Dt, but I know how to compensate that high level math discussion : http://bit.ly/1B44qVT

  • Aphrodite Thank you. I'm starting to understand.

    I'm a little narrow minded sometimes and like when things are simple. That would be great if that dt conversion was automatic...but it's probably utopic!

    (I like utopia)

    Well, let's check all my events/actions now. :*(

    Aurel If you use DT only for your lerp formulas, this is strange your game goes banana on 120 hz after what I understand from that threat. :/

    Perhaps it's related to EVERY TICK -> VALUE changes (with no lerp and no dt)

  • I tried changes on my boss fight. I use DT ONLY for value variations (lerp(x,y,z*dt) or every tick-> value*dt)

    It's working the same in 60hz and 120hz.

    So is it the right way to do it? Will it work the same when the game slows down too ?

  • Ok, that DT stuff drive me crazy.

    I really though we should use DT each time we use a time value to secure the game behavior depending on the fps variation. But now I read that's not the case.

    Sorry to say that (and I blame nobody) but it's unclear and unintuitive. I just want to make games, not formulas for waiting 1 second depending on the fps, the frequency, the size of the sun and the weather outside.

    I have the bad feeling I will have to spend a day, changing all the time events of my game. But right now, I don't even know what to change exactly. Ho bother....I'm lost.

    What about every tick event ? Wait action ? We should not use DT too in these cases?

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  • Ok, I've made a little trick to avoid the issue. Here is a CAPX :

    https://dl.dropboxusercontent.com/u/13847313/Scirra/DeltaTime120fps.capx

    I DON'T KNOW IF IT'S A WORKING TEMPORARY SOLUTION as I'm a completly noob about that kind of technical stuff.

    The idea is to change a simple

    'EVERY 1 SECOND' or 'EVERY 60*dt SECOND'

    by

    'EVERY (1*variable)*dt SECOND'

    We change the variable depending on the fps.

    On my example, the sprite jumps every 1 second with 60hz or 120hz.

    But perhaps my trick has downsides. I don't know.

  • I've just tested CoinOp Story on a 120hz screen -> broken!

    Every timed stuff are divided by 2 : wait time, time between 2 actions...Etc

    Some events don't even launch.

    And everything is set up with DT.

    So I tried a little test with a simple object that jump every 1 second.

    On 120hz : it jumps every 1 second.

    If I set it to 60*dt, it jumps every 0.5s.

    So using DT is useful for a game under 60 fps but is an issue upper 60 fps. Am I correct ?

    We probably need a way to block the fps to 60.

  • robin Sommer The problem with scaling shake is that its awful on a low resolution game set in low quality fullscreen. That's why I was wondering if there was another trick (without zoom) or a shader.

    Tokinsom As you said, scale is not adapted to low res game.

    alvarop I'm not 100% sure but I think I tried it and it had the same issue. I will try again to be certain.

    EDIT: I've just tried it again. Same problem with borders (It can only shake thanks to the zoom deviation parameter. But if you set it to 0, no more shake...)

  • zenox98 The built-in cam shake of the scroll to behavior doesn't work when your camera is against 2 or more borders of the layout. So if you create a 640x480 game room in a 640x480 layout, the cam shake is impossible.

  • Hello,

    I don't know if the effect exist, but could it be possible to create a shader (or something), with customizable parameters, to simulate a camera shake 'of the screen' and not of the actual game camera (which is contraint by the level borders).

    That way, we could do a camera shake even if the level fits one screen with the borders!

    One way would be to copy and past the actual screen by a few pixels in every direction and filling the empty spaces with black color.

    Or perhaps there's another way to achieve a camera shake inside a bordered one screen room (and without zoom tricks); I would love to know!

  • CoinOp Story, the power of the Jamma!