vtrix's Forum Posts

  • Burvey, yes, okey, maybe its me that find it strange to ask for a flash export on a html engine, + just when everbody is going away from flash for mobile, i was just wondering if it was for another purpose then submitting to a flashgamesite, but yeah i can understand why you would if it was possible

  • now thats a first, :) ..

    curious why you want that? maybe there's a different answer to your problem

  • diegoalvess you have a demo?

    checking debugger for objectcount, collisions, cpu usage on events can get you a long way to find out what needs to be optimized..

  • don't call yourself a company and ask for money to buy a license, it doesn't sound right, even if you ask it to the players, and it raises more questions then it answers, like all you current projects (that are released on stores) are done with the 100 event limit?

  • im experimenting with the compass function,

    i was thinking of using it to direct something, so it should always point at the top of the screen

    i figured out how to offset the northposition, but i would like a way to reverse the direction, so it rotates in the same direction as the device

    is this doable with some calculation?

  • yes thankyou, i tried some things in a new project and it works,

    for each wasnt the issue, but was indeed not needed

    it must be something how i structured the events, on start i create a sub for loop to create the sprites, and then under the loop i target the text and this didnt work

    if i drag it to the toplevel it works

  • i made a sprite and a containerobject text

    created a couple of sprites...

    if i do an for each sprite > set text to sprite.var

    it doesn't show the var..

    is this because, the for each doesn't pick a sprite?

    or is it because the picked sprite doesn't pick the containerobject?

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  • rexrainbow

    i wonder if its possible to initiate all object nicknames by a loop,

    i tried some things, but didn't work

    lets say you have all your objects on a layout, and you put them in .x order the way you like, then you do a sort by family.x and set the nickname to "obj" & loopindex

    its great as it is, but would make a great addition, if its not already possible

  • yes but 0 seams, and as long as its only a 1px blur on each, it would be invisible, because of the tiling, good example is the single color-tiles, i probably do another test later with different tiles

  • Burvey, black seams? besides testing this on a good windows7 setup i'm testing this on a brand new nexus7 wich has a very high dpi, and i don't see a single seam, possible to do a screenshot? too see how it relates to the original.

    anyone else are seeying seems on adjusted version?

  • The biggest issue i have concerning this, is when i preview my game with my optimal settings (tested on chrome,firefox,ie) i have no seams, and i mean none, not less, i now also tested it with high contrast tiles,if it wasn't the case i simple wouldn't have bothered to raise this issue

    then when i export, suddenly there are, so its an export problem

    this to me, means that the technology is perfectly fine to display tiles with floating positions and no seams, but on export the texture atlas needs tweaking, wich i done and is possible to recreate the preview quality

    adjusted texture atlas

    https://dl.dropboxusercontent.com/u/61666915/noseamhighcontrast/index.html

    normal exported result (seams are really bad,because of upscaling)

    https://dl.dropboxusercontent.com/u/61666915/seamhighcontrast/index.html

  • hmm, i was hoping you would at least look further into the issue then just stating, use letterbox integer and pixel rounding, if adjustments in the texture generation can improve or remove seaming, its worth checking out imho.

    letterbox integer scale is much harder to get right on multiple devices, its way less dynamic, point scaling results in jittery motion, so anyone who wants to do smooth scrolling or upscaling gets a less then optimal result, so its not good in all circumstances.

    there are two options to remove seaming, padding is for texturebleeding,extruding is for the opacity problem (gaps)

    have you checked the texture options of texturpacker? If it wouldn't have any effect, the options wouldn't exist

    some reference links:

    http://talkbinary.com/cocos2d-2/how-to-fix-strange-lines-in-cocos2d-by-using-extrude-in-zwoptex/

    http://www.matim-dev.com/texture-packer---get-rid-of-sprite-artefacts.html

    http://forum.starling-framework.org/topic/tile-anti-alias-pixels

  • tilemap with same settings as post above

    https://dl.dropboxusercontent.com/u/61666915/tilemaptest/index.html

    if you scale browser up and down, you can see that the second line of tiles has bleeding of the toprow (green line), so i think tilemap should improve with padding and extrude

  • tgeorgemihai

    i just checked the tilemap export, and it works differently than sprite and tilebackground, on export it compacts all the tiles, no padding

    but i think internally it works still the same and probably has the same issue, so its something ashley should look into

    i see what you mean now about tilemap, it has pretty bad seams (even on preview)

    on another note, i just tested the tilebackground, and where i know in the beginning of c2 had the same seam problem, now works perfect without adjusting

    letterbox scale / fullscreen high q / high dpi / linear / pixel rounding off

    https://dl.dropboxusercontent.com/u/61666915/tiledbg/index.html

  • the seems are the flickering black lines between the tiles,(background is showing true)

    i agree this is not the best demo because some of the tiles are not oriented wright but if you compare the two demolinks, you should notice it pretty well.

    i didn't overlap or make the tiles bigger in the editor, its the same export, only on the second i made changes in the export texture-atlas (extend the last tilepixel border 1pixel where the 1px gap is on export)

    this doesn't make the sprites bigger or changes the position(ingame)

    i think this fix can be used for tilemaps, sprites used as tiles and tiling bg for use with letterbox scale and linear sampling

    i also got a description here from texturepacker program

    Border/shape padding: The space between the border of the sprite sheet and the sprites themseves. If you see artifacts from neighboring sprites in your game, you may want to increase the values here to add more of a separation between the edges/sprites.

    Extrude: This repeats the pixels around the borders of sprites. This is the opposite of adding padding ? if you see transparent ?gaps? around the edges of your sprites, you may wish to set this to a higher value.