jobel's Recent Forum Activity

    UPDATE 2 F12!

    So F12 brings up the chrome debugging tools! Didn't know that! So if someone tries to take a screenshot they also get the debug tools.

    Solution is to have an event (on key pressed) that captures F12 but don't do anything inside it. Make sure that event is in every layout.

    thanks for this!

  • tested as well, I reproduced the problem.

  • I use Scirra's experimental Greenworks and NW.js 0.13.

    I find no difference in NW 0.14 to 0.16 in performance, so there's no point in me using those newer ones. 0.13 is fast, smooth and stable.

    I'm on C2 227. I posted about that in the Greenworks thread in the general forum.

    The bad thing about NW is it still fails to load on OSX for big games, once you get above 1000 assets, you pretty much cannot export to MAC. Linux however works!

    awesome, thanks for the info...

  • hey great you got the Steam Achievements working.. did you use MadSpy's plugin?

    if so can you tell us what versions of C2 and Node you are using with it?

  • What you normally do to write a post glow is to take the cheapest blur filter you can get (typically a 9-sample boxblur, 3*3), and put it ontop of the thing you want to make glow, using the screen-blend formula. The trick to get this good looking is to not just sample the texture, but use a rather large mipmap bias in your texture2D lookup. By that you don't sample the crisp texture but rather a mushy version of it, due to the filter - that's super cheap, computation wise. If you were only to use the regular linear filtering, a 9-sample boxblur looks like c***..

    I'm trying to reproduce what you or doing here to help me understand better..

    when you say 9-sample boxblur.. so do you mean just a 3x3 sprite of solid color and stretched? can't get it working..

  • Sorry had it reversed.

    lerp(scrollx,player.X+cos(Player.8Direction.MovingAngle)*Player.8Direction.Speed,2*dt)

    lerp(scrolly,player.Y+sin(Player.8Direction.MovingAngle)*Player.8Direction.Speed,2*dt)

    oh! haha.. I didn't even think of that! yup totally works... I knew that should have worked! thanks!

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  • The trig would be

    lerp(scrollx,player.x+sin(player.angle)*speed,2*dt)

    And

    lerp(scrolly,player.y+cos(player.angle)*speed,2*dt)

    that didn't work either..thanks for trying..

    I'm seeing your thinking though..

    the way I think of how it is currently...

    Way #1: the plain old lerp(scrollx,playerx) this is sort of like the player is dragging the camera around after him... so no matter what direction/position the camera is just trying get back to the center and the player is "out running the center" with speed (the speed is capped so the player doesn't ever get completely off screen).

    Way #2: I need come up with a way for the player to instead "push" the camera, but it has to be a calculation that has speed as a factor, so that when the player stops, the player then catches up with the camera.

    In the first instance we have scrollx and scrolly which is always the center of the screen. But in the 2nd case we don't have that constantly updated fixed point. It's like I need to create an invisible sprite that's in front of the player and it's distance is binded to the player's speed. but obviously there's a match solution. R0J0hound?

  • newt okay I figured out what you meant..

    ScrollTo.... lerp(player.x , player.x + (player.speed * 2), 2*dt)

    so yeah this works (kinda, it's still off to the left) but when going up or left it's totally off... sort of the right idea.. but not quite..

  • newt that's not quite right...

    the player can move 360 directions and the way it is now, when the player is at full speed (let's say going up) the player is positioned around halfway from the center of the screen to the top of the screen. When you let go of the arrows, the camera catches up and the player is center of the screen.

    Instead - I want the player halfway from the center to the bottom of the screen (while traveling up). So basically the player is facing the center of the screen "trying to catch it"... not until you slow down are you centered.

  • hi,

    can't figure out how to do this...

    currently I'm lerping the scroll position so that it lags behind where the player was(the player is moving on an Unbound layout).. when the player stops moving the Scroll catches up nicely. However.. I'd like it to work the opposite way.. I'd like the camera to proceed the player (when moving) so the player can have more room to see what is coming.

    currently it's Scroll To... lerp(scrollx, Player.x, 2*dt) which lags behind the player... when the player stops, or moves slower, the "Camera" catches up. I want to keep that.. I just want the whole thing inverted. So when the player is going the fastest to the right, the player is to the left of the screen, then when stopping, the camera should slowly move to the Player.

    Here's a capx...

    any help would be be greatly appreciated! Thanks..

    https://dl.dropboxusercontent.com/u/362 ... croll.capx

  • No, I am still waiting for GreenWorks updated for the latest stable NW. I'm using 0.13, as prior versions has some major memory bugs for me.

    ugh.. you have all the achievement art and looks all set up ready to go.. how frustrating to not have it working. Any idea if this will work for you?

    http://www.scirra.com/forum/plugin-steam-leaderboard-experimental-lobby-wip_t169653?&

  • sorry for the slow response, been busy prepping for our beta of http://www.slayawaycamp.com

    looks great! I assume you are not using C2.. UE4 by any chance?

    I almost made my studio name Blue Wizard (after Gauntlet's "Blue Wizard is about to die..") but then went with something else...

    good luck with it..

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jobel

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