PixelRebirth's Forum Posts

  • Just posted something that might be of interest for you Caspis.

    http://www.scirra.com/phpBB3/viewtopic.php?f=16&t=1995

  • If I'm not mistaken something like the Text Blitter extension from MMF is already requested for Construct. And I'm really looking forward to this. But in the meantime I came up with my own workaround. I don't think it's very elegant, but works on a basic level.

    Just try the cap. You can type any text inside the edit box and by clicking on the "Text it!" button it will be displayed character by character in a custom bitmap font. Well not ANY text, since I only included the letters from A-Z. Full stop, comma, exclamation mark and question mark will work as well. No other special characters, hell I didn't even include numbers so far (yes I'm lazy). But you can add any character you want quite easily. I hope my event comments are satisfactory.

    If you have a better solution please let me know. I'd really like to see this being improved. I already thought that I probably should have used a single sprite with different animations or frames for all the characters, but right now I'm happy it works at all (also regarding the fact that at first I had no clue how to do this).

  • No Scroll X and Scroll Y was still default 0%. I tried setting it to 100%, but I'm afraid it's all the same.

  • Very good example. I always wanted to do a level editor for my project, but was way too lazy to get started. Maybe this will help.

  • Looking awesome. Give us something new to play now... please.

  • I really think it's a bug. It's on the tracker now.

  • Hey that's just cool. Love it already for being based upon Lovecraft stuff.

  • Oh that reminds me of something I keep forgetting...

    When you zoom your game layers with ScrollX/ScrollY Rate 0 won't be displayed correctly anymore. With earlier versions of Construct it still worked properly.

    Excuse me if this problem was already stated somewhere else.

  • Wow that's just great Kayin!

    Just had to add 2 events to my exisiting engine and make the whole movement stuff subevents. And that's it, works just fine!

    I think my very own TimeDelta headache may be finally gone now. Thx a lot!

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  • I tried enabling the override already with very weird results. You would get randomly stuck in the ground for example. And since it doesn't fix the different speeds anyway, doing the events without TimeDelta would be basically the same, right?

    Using round(.X) etc like Arima suggested is a quite good method and gives better results. But still you may get stuck where you shouldn't or detectors that are supposed to stop when they overlay solid objects actually stop 1 pixel before. Therefore other events may not be triggered...

    [quote:2ufumjbf]MMF suffers exactly the same problems regarding refresh rate and speed of gameplay as Construct

    But then I don't understand why my MMF stuff seems to run exactly the same speed on the tested 60 and 85hz with no special settings, just plain set X to X + 1 stuff. I know I'm stupid but I don't really get it.

    [quote:2ufumjbf]If you absolutely insist on it being pixel perfect (and I still struggle to get my head round why this is absolutely necessary)

    Like it says in the wiki:

    "However, some specific games (such as low-resolution pixel-drawn retro games) require movements to be exact to the pixel."

    At least I'd like to get close to the pixel perfect optimum. Maybe I should just start using many more pushout events or whatever you may call them.

  • I tried several times to include TimeDelta in the movement engine for my pixel Jump'n'run. But I never managed to get it to work pixel perfect. I noticed that the very last part of the wiki article about TimeDelta basically says �don't bother with it if you're doing a low-resolution pixel-drawn retro game�, at least that's the vibe I got.

    I came to think of my old Multimedia Fusion stuff and ran some cca files, which run all the same speed no matter what refresh rate. From what I understand it's because MMF is using a fixed framerate. I saw that there was a Vsync option in the runtime options, which I probably never used before. So I ran the MMF example at 60hz and 85hz. With and without Vsync it runs exactly the same speed, as far as I can tell at least.

    My Construct game has obviously a big speed difference between 60 and 85hz when running it Vsynced. Running it with a fixed framerate does solve that problem, but like stated in the wiki article: �Fixed framerate mode... is a poor choice, because it will reduce the display quality by introducing tearing.� And yes, it looks really f****ed up, if you excuse the language.

    I don't know what to do with this now. Can't use TimeDelta for pixel perfect stuff, can't use fixed framerate cause the quality is very bad. And I don't want to live with the speed difference either.

    I'd love to have fixed framerate in Construct that doesn't affect quality that much, like it seems to be the case in MMF. But of course I don't know much if anything about the engines behind those programs and how they work and all that. You get the idea.

    Maybe some pros can enlighten me a little and give some advice on this particular issue.

  • This update sounds awesome again. Have to try it right now.

  • It's the same bug I already described in the following post:

    Try to run it with the Construct version you originally saved it in and it should work. But I need to get rid of this bug really bad too.

  • I'm kind of still stuck with this problem. Unfortunately (but not unexpected) it's the same in 0.96.

    As mentioned the message is just "OUT OF MEMORY" when trying to run a cap or an exported exe.

    All the caps are from version 0.943 originally and still work properly with that version.

    Just for the record some general specs of my computer:

    WinXP

    AMD X2 4800+

    RADEON 3870 512mb

    2GB RAM

    Maybe I could send you one of the caps and you'll have a look into it Ashley. If that's not asked too much, I know you're low on time.

  • It just says "out of memory". That's the exact message.