Tokinsom's Recent Forum Activity

  • Whoops, my bad. 'Set canvas size' does work the same as 'set display resolution.' However, I just discovered a bug:

    When using 'set canvas size,' with unbounded scrolling enabled, objects on a 0,0 parallax layer don't account for the new resolution - they stay where they are.

    Should I post a .capx in the bugs forum?

    The first time I tried 'set canvas size,' I was using letterbox integer scaling. That on top of the aforementioned bug made me think 'set canvas size' worked differently than I had expected. Gah, confusing. I will try to do more testing before posting next time :)

  • Well, in terms of VRAM, using a 1x1 tiled BG in favor of a 1024x60 sprite would be wise.

  • Sorry for any confusion. What I'm looking for is the equivalent to CC's "set display resolution" which alters the "window size" parameter in the project properties. My game's resolution is 256x224 but the level editor is much larger; I can't switch to it during runtime without this feature, nor preview it in C2 without adjusting the window size parameters by hand every time.

    I thought "set canvas size" would do the trick but it doesn't work the same as "set display resolution."

  • Bump :\</p>

  • Is it possible to change the window size at runtime? If not, can this feature please be added?

    My level editor and game are in the same project, and I have to keep changing the window size when going from one to the other because the editor is much larger. On top of that, I have to re-export the project with the level editor as the first layout + the larger window size for team members to be able to use it.

    You can change the canvas size but it doesn't seem to be the same.

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  • Bump for justice.

  • Are there any plans to allow arrays, hastables, audio etc. to read from & write to disk? I figured this would've been added in r100 with the .exe exporter but I guess not. The age of custom level editors / much better external file management in general is nigh!

  • Count me in. That's nice suggestion.

    But for now there's a bigger issue with zooming.

    > 1. Zoom.

    > Could be more uniform: 100%,125%,150%...

    > now is more like: 100%, 110%, 121%, 133% - using mouse scroll

    > And it's impossible to set ie. 200% zoom

    That's my quote for a post I made almost year ago... still hoping it will be fixed Ashley ;P

    You can get to 200% zoom by pressing Ctrl+0 (zooms to 100) and then ctrl+shift+mousewheel up (zooms by the 100).

  • No one is paying $2900 because no one will make over $100k. If by some miracle you do, you pay what, less than 3%? Quit be so incredibly selfish; if you had team mates you`d be paying them A LOT more. Maybe even half of your profits. Just saying.

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  • That's just how point sampling works; it rounds to the nearest whole pixel, whereas linear sampling anti-aliases the sprite for smoother movement/scaling/rotation. Most 8 or 16 bit games didn't even use scaling spare like..Yoshi's Island or Metroid: Fusion and other GBA/DS games. Definitely not NES Megaman.

  • Oh, my bad. I use it in conjunction with the color replace shader so I can retrieve colors from palette images instead of entering the RGB values by hand. It's a huge time saver. I suppose it is sort of a niche feature but there are probably more useful things that can be done with it.

    Also thanks for adding the color replace shader! I was getting worried for a second there :)

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Tokinsom

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