NetOne's Recent Forum Activity

  • Wow , some awesome stuff being produced. Totally inspiring.

  • justifun

    you dont really need the (sqrt(Self.dx^2+Self.dy^2)) bit in this case you can just use the dy instead or 3, its there to just make it complete if your char was moving at an angle

  • yea so you need to multiply these vectors by the (hypotenuse) which id say a good start would be speed of your dude when he hits the ball (assuming a 100% transfer) or some factor of that speed (for more effect) then should be ok

  • As it is a semi circle cant you just, on collision, use the angle from the centre (origin / image point) of the ball to an image point on your character sprite (maybe a bit nearer the bottom ) ?

    no fancy maths needed.

    sin cos for the vectors if you need.

  • Ashley

    High DPI surface pro

    windows scaling /zoom 200% (default/recommended setting for surface pro 4)

    due to need to scale, higher dpi screens give blurrier graphics in chrome 100% zoom !

    edit: again , notice the window mid variable is half the the window pixel width)

    chrome 100 % zoom (already blurry, this will be the standard setting so this is what most players will see!)

    chrome 150 % zoom

    chrome 50% zoom (looks like 50% zoom in chrome cancels the 200% scaling in windows)

  • Ashley

    Testing basic browser zoom setting in chrome on a 1080 screen with no windows scaling

    Sorry not the best example as the explosion sprite is actually blurry but you can see from the other stuff

    On windows this happens regardless of browser or game reset. Chrome maintains the zoom level setting

    The player could be inadvertently playing a game that looks like picture 3 when it could/should look like picture 1

    edit: noticed that window mid variable is half the the window pixel width so you can see that scaling reduces pixel density this is also probably what is affecting touch)

    Chrome 100% Zoom

    Chrome 150% Zoom

    Chrome 200% Zoom

  • HI Ashley

    I commented under the github issue but it looks real busy over there and the issue has been closed for some months.

    I know that you have implemented the new rgbEx() expression to allow use of similar values but importing still results in the wrong tint values.

    Is it possible to link the old C2 tint effect values to the rgbEx() expression on import? So all would be well on import?

    cheers

  • >

    > > Set system time scale to 0 for pausing.

    > >

    > the problem with that is that i cannot use any actions that i required for changing options in te pause menu.

    >

    You set the menu objects timescale to 1 then they are not affected when system timescale is set to 0.

    to add :

    I found you only need to set one of the menu objects to timescale 1 and just reference that object's timescale for any moving/animated menu objects when the rest of the game is timescale 0

  • I'll try to do a vid this weekend. It is definitely a thing but it might just be a Surface Pro thing. They do seem to highlight a lot of the quirks with Chrome.

  • Scirra Ashley

    If a player has

    Browser ZOOM Setting to anything other than 100% (very common)

    and or

    Windows Zoom setting for high DPI displays to anything other than 100% (200% would be normal on many high DPI systems)

    then

    This results in

    1) graphics will be the right size but they will look blurry (more prominent on Chrome than edge)

    2) your touch will behave strangely / feel laggy (only in Chrome and more in full screen)

    3) performance drops due to the extra scaling (more obvious in chrome)

    4) janking more regular. (more obvious in chrome)

    5) game feels laggy (again probably due to some extra delay for the scaling)

    Set everything to 100% and everything is good

    For users to have these settings not at 100% is very common, especially on small screens and high end tablets/laptops with high DPIs screens

    But as far as I can see there is no way to control these settings from within Construct and I/we are limited to making a warning notice for players at the start of the game

    Ashley please advise

  • Cryptwalker

    Veneno Roadster, $4m new, only 9 built, estimated $9m used...if one ever comes up.

    lets say , (to make the maths easy and assuming we can now afford a good accountant who can avoid the tax man)

    $3 per game sale...

    then would need only 3 million sales

    ....meh.....that's totally do-able.

    right then .....no demo tonight

    but I am going to now go dark and will resurface with demo....

    see you on the flip side....

    ps looking fwd to playing Raider demo on my return. ..

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  • Cryptwalker

    Sorry that was juvenile.

    Actually good question which I haven’t really thought about,

    have been doing healthy / outdoorsy things on the weekends over the summer so haven’t been putting much hours in

    but am intending to go into hermit game dev mode soon.

    Still, I can only work on it maybe 5 hours on a weekends

    (so when I say month then that = about 20 hours )

    So, trying to be optimistic then

    There is no great gameplay plan,

    it will be just shoot things to get points and pick-ups so don’t have to worry about too much there.

    Draw 1 x 1st stage tiled background with 3 transitions. (starting work on that now) (1 month)

    At least 5 different type small / medium enemies (1 month)

    1st Boss system with 1st boss graphics (2 months)

    Ship graphics and pickups – (1 month)

    Hud graphics – (1 month)

    Interstage graphics – (1 month)

    Menu system with options and graphics. – (2 months)

    Sound effects and music (no idea. Could be months)

    .......

    .…wish you hadn’t asked that question now….

    ps.

    and enemy patterns (1 month)

    and bullet patterns and some sort of bullet pattern engine...... ( 2 months)

    terrible question man,,,terrible

    .....wish I hadn't thought about it now.....

    so to answer your questions demo 14-16 months......

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NetOne

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