Android-Music's Recent Forum Activity

  • Hey guys! Got some news:

    1) I made a blog page for the game and gonna post next updates there so if you like you can visit http://styxthegame.blogspot.ru/ and subscribe! :)

    2) Finally changed the name of the game - from now on you can call it S.T.Y.X - it's an abbreviation for Source of Territory and Yaw Xenos! Also it's also based on River Styx from Greek Myths, some call it River of the Dead. Cool isn't it? :)

    3) Got some new art

    4) Got good audio speakers so I finally can finish my music stuff, that means I'm putting up tunes soon!

    The demo itself is pretty much ok, can't say there are radical changes but I like what I got so far - added some lighting effects(bullet thingy), pickups, optimized events so the game doesn't suck all the cpu from computer(btw it runs on an integrated card thanks to Scirra and Google)! :)

    [TUBE]http://www.youtube.com/watch?v=eK3WSaYpd7w[/TUBE]

    HQ 60fps version - https://docs.google.com/file/d/0B_W5090bupWyYWxwdGhHNGViblE/edit

    I will post updates here too but I think it be not as frequent as on the blog, just don't wanna post atop of others too often.

  • No, Matt, this thread is still working, it's just I don't have anything to show. Looking at my previous posts... Daaaang that's intense, lots of promises and still not ready :(

    In fact, I am still working on the demo stuff but I can't show much right now - still need to do a lot of stuff in the game.

    Talking about art I made something(made with wacom bamboo tablet, to be updated probably)

    But I'm partially glad I had such a horrible delay - I made lots of game optimizations and Chrome with NodeWebKit have got a significant speed up - when I made first 10 rooms it was like 15-35 fps, now it runs 58-60 fps on my laptop with integrated graphics card!

    But once again I'm sorry for delays, guys, too many factors held me away from the project!

    EDIT: Great page btw, found so many cool games, I'm drooling right now...

  • Hey man! Yeah, I'm still working on it, I've really slowed down due to heavy taxes,had to work on two jobs haha! Putting out some neat stuff in early September(this is for sure)! Thanks a lot for checking! :)

  • Hey thanks for telling! While searching for mipmap properties I decided to check which card the exported exe runs on. It was running on integrated Intel video card. After switching to NVidia Geforce everything returned back to normal, all sprites are clean and healthy! :D

    You don't know how happy am I now! Thanks again! :)

  • Tried r132, no luck so far. Decided to leave r132 .capx just in case

    https://dl.dropboxusercontent.com/u/1306951/blurry%20sprite%20thingy%20r132.capx

    Dunno what's wrong... Ok I'll try some other things then, maybe

    i'll find a workaround.

  • Yes, I checked the "About" section

    <img src="http://i.imgur.com/qRu9bxN.jpg1" border="0" />

    (Sorry I had to hide my personal data to avoid unnecessary stuff)

    I'll check a bit later how does it look in r132.

    Would be great to know if I'm the only one experiencing this problem.

  • Sure, they're in the topic you closed yesterday(or coup days ago, I don't remember exactly) - Btw my drivers are 320.18 too.http://www.scirra.com/forum/blurry-graphics-with-webgl_topic69579.html

    EDIT: oh, another one, right from exported .capx

    <img src="http://i.imgur.com/E73FwzV.png" border="0">

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  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/1306951/blurry%20sprite%20thingy.capx

    Steps to reproduce:

    1. Export to Node-Webkit

    Observed result:

    Some sprites are blurry

    Expected result:

    Clear, sharp, properly scaled graphics

    Browsers affected:

    No browsers, only Node-Webkit

    Operating system & service pack:

    Windows 8, no info on service pack

    (No hardware guideline?) My machine is Acer Aspire V3, Intel Core i7 2.4Ghz, 16GB RAM, video card is NVIDIA GeForce GT 730M with 4GB VRAM,

    All drivers are up to date!

    Construct 2 version:

    r135(r133 and r134 give the same result)

    NOTE: I noticed there's no bug when you add totally new sprite, I copied one of the sprites from the main project to show you the issue. Most obvious solution is to make new version of the demo but I need to finish this one anyway, I made a lot of progress and beginning from scratch is not the best decision right now.

  • Okay, uploaded the .capx file Ashley, updated the first post! I hope you can investigate the issue now. :)

    Is everything correct now? Did I miss anything? Sorry if I'm a bit inattentive, can't do anything about that! :(

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/1306951/blurry%20sprite%20thingy.capx

    Steps to reproduce:

    1. Export to Node-Webkit

    Observed result:

    Some sprites are blurry

    Expected result:

    Clear, sharp, properly scaled graphics

    Browsers affected:

    No browsers, only Node-Webkit

    Operating system & service pack:

    Windows 8, no info on service pack

    My machine is Acer Aspire V3, Intel Core i7 2.4Ghz, video card is NVIDIA GeForce GT 730M with 4GB VRAM, 16GB RAM

    All drivers are up to date!

    Construct 2 version:

        r135(r133 and r134 give the same result)

    EDIT: I noticed there's no bug when you add totally new sprite, I copied one of the sprites from the main project to show you the issue. Most obvious solution is to make new version of the demo but I need to finish this one anyway, I made a lot of progress and beginning from scratch is not the best decision right now, though it's cool to rewrite the total thing to make the game structure more organized! :)

  • Sorry about that! Yeah I'm using r135 right now, screenshots were done today, using r135. Same thing was with r133 and r134 btw.

  • This happens only in Node-WebKit and there's no way to reproduce the error I think, it's more about graphics.

    I started using a laptop recently so I tried my game in different versions. Everything is ok but not when I export to Node-WebKit, here's what happens:

    This is Canvas, sprites are sharp, that's good

    <img src="http://i.imgur.com/DRSnCDf.jpg" border="0" />

    This is WebGL version, hero sprites and wall cracks are blurry

    <img src="http://i.imgur.com/Zetv1QS.jpg" border="0" />

    But I don't wanna use Canvas, WebGL is da best! Any workaround or fix for this, guys?

    Video card is Geforce GT730M btw.

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Android-Music

Member since 3 Mar, 2009

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