Prominent's Forum Posts

  • I have some events that set the tiles in a tilemap, then I have a behavior that modifies the tilemap, however it doesn't appear to have its tilemap_data property updated after the first events set tiles in the map.

    Is there a way to force the tilemap_data to be updated before I run the behavior code?

  • Problem Description

    The debugger Step button remains disabled when the projects property 'pause on unfocus' is set to yes.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gXCMm5QzAbzEmF7U

    Description of Capx

    project property 'pause on unfocus' is set to yes.

    Steps to Reproduce Bug

    • run in debug mode
    • pause game
    • try to step

    Observed Result

    can't step the game

    Expected Result

    should be able to step the game.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r233

  • configuration settings:

    sampling: point/linear (point will keep pixels crisp, linear will blend the pixels)

  • Cool, I guess I will try this method then.

    If I run into any issues, I'll post them here.

  • I'm trying to figure a good way to design my levels. I was considering using lots of tilemaps, that don't fill the entire layout, and overlay each other.

    It seems like pasting all these to a paster object at beginning (then deleting the tilemaps) would improve performance, since the paster only requires one draw versus the many tilemaps with numerous draw calls.

    Is my thinking correct, in that using a single paster object would benefit rendering in this case?

    edit: also, does it render the whole paster object even if it only shows a portion on screen? Perhaps it wouldn't help performance?

    edit: "GPUs are also well-designed enough to only process the on-screen parts of an object that appears partially off-screen. So literally nothing outside the window area is ever rendered by the GPU."

    So I guess it only renders what is visible.

  • If I use a bunch of small tilemaps that overlap each other, I'm guessing it will render slower than using one larger tilemap? I assume each tile will get rendered even if it is completely behind/occluded from another?

  • explain yourself. modify it in what way?

    There are project settings you can change to adjust various things. A retro style template basically just has the project settings a certain configuration and has some objects already added to the project, like keyboard, mouse,etc.

  • Hey Ashley , It'd be nice to define sampler2d parameters in our effects in addition to the current float/percent parameters. Along with ability to get/set the data of those textures through events, similar to setting a float/percent.

    A lot of uses for using sampler2d to store data, and can then create more interesting effects.

    Surely it wouldn't be too difficult to add??

    Thanks.

  • Can someone explain this .bat stuff a bit more? Is this something everyone needs to do?

  • ah yea.. seems to have been due to previous nwjs versions sticking around after installing a new nwjs.

    Removing the exported app folder and reexporting the app wouldn't solve it- I had to remove the nwjs folders and reinstall it first. Game also exported a lot quicker too.

  • If I delete the versions folder, then the size is like half the size of my windows and linux builds.

    If I just delete the versions with lower version numbers and leave the latest version, then the size is about 1/3rd larger than the windows and linux builds..

    So idk.. I guess I'll just leave the latest version in the versions folder and delete the older versions. I can't test on mac, so I hope that is correct way to do it.

  • hm I have the same issue..

    How to fix? Do I just delete the versions folder? or do I just delete the older versions in the versions folder?

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  • also, obviously I don't intend to just make the objects transparent- I'll be adjusting various other stuff, but due to this issue it causes stuff to render incorrectly.

  • Problem Description

    I have an effect that sets every pixel of an object to 0.0 so that it can be transparent.

    However, if the pixel has rgb values other than 0.0, they will color objects behind them even though they are completely transparent.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gW9U2hgHsZL1XBNS

    Description of Capx

    sprite with the effect

    Steps to Reproduce Bug

    • add the effect files to the effects folder
    • open the capx and view how it renders over objects behind it

    Observed Result

    The pixels are coloring objects behind it even though they are completely transparent.

    Expected Result

    For pixels not to color objects behind, even if their rgb values are set. Basically, the alpha in the effect should influence the results.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r233

  • thanks TabloidA, I learnt a lot in the process.